Script started on Fri Aug 31 01:22:51 2007 $ telnet telnet> open (to) darkmists.org 222 Trying 70.159.81.38... ^C $ telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Zeptaru Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 29 August 2007: XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. A young student of the arts of war practices sword fighting forms. A cityguard looks you over, watching your moves carefully. You have no unread notes. <100%hp 100%mn 100%mv> who [ 9 Chnge Thi] (PK) Zeptaru the Sharper [ G-Elf ] Jalaluddin El'Qadir the Hero of Magical Transference [ Human ] Qistina the Grand Mystic [ Human ] [Helper] Adelaide the Sorceress [ G-Elf ] [Helper] Diomugley Stobbleyfarb the Hero of Magical Transference, Keeper of Diplomacy of Golden Leaf Society [ Half ] Beazer the Sensei, Knight of the Asp [ Grif ] Qanga the Acolyte [ Gnome ] Vandorlas the Avatar of a Deity [ Half ] Kaight the Crime Lord [ Grif ] [Helper] Selvatarm the Green Death [ G-Elf ] Mikhale Belaern, Oracle of Faith [ D-Elf ] [Helper] Durayne the Sadist [ Half ] [Helper] Sebhokep Millstone the Zealous Priest of War, Arbiter of the Phoenix [ Half ] Barutis the Master of Shuto [ Ilthd ] Kjialik Vieli the Hero of the Dark [ Troll ] Tavorach Delmar the Knight Hero [ Ilthd ] Wetharorcatu the Apprentice Occultist [ Draco ] Caulkor the Student of Speed [ Cen ] [Helper] Barius Bloodmane the Paladin Hero [60 Human IMP] [Helper] [CONCLAVE] Riallus WindGust, Lord of the Elements Players found: 20 <100%hp 100%mn 100%mv> Someone has arrived. <100%hp 100%mn 100%mv> Someone utters the word, 'yudasaolga'. <100%hp 100%mn 100%mv> Caulkor has arrived. <100%hp 100%mn 100%mv> Caulkor leaves south. <100%hp 100%mn 100%mv> Energy overwhelms a majestic spirit dragon, and he returns to the ethereal abyss. <100%hp 100%mn 100%mv> Someone utters the word, 'yudasaolga'. Someone calls forth a familiar to aid them! <100%hp 100%mn 100%mv> Someone utters the word, 'olgabar'. <100%hp 100%mn 100%mv> Someone utters the words, 'rugg oiiy'. Someone turns translucent. <100%hp 100%mn 100%mv> Someone utters the word, 'ysw'. Someone's feet rise off the ground. <100%hp 100%mn 100%mv> Barutis looks at someone. <100%hp 100%mn 100%mv> Someone utters the words, 'eauah ghbantisaeht'. Someone's muscles surge with heightened power. <100%hp 100%mn 100%mv> Someone stops using a long grey cloak. Someone stops using a grey robe. Someone stops using a glinting silver bracelet. Someone stops using a sharp shard of obsidian. Someone stops using a ward minor. Someone stops using an onyx bracelet. Someone stops using a brown cloak. Someone stops using a pair of multicolored sleeves. <100%hp 100%mn 100%mv> Someone stretches luxuriously. Kinda makes you want to, doesn't it? <100%hp 100%mn 100%mv> l someone You do not see that here. <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. (Summoned) A strange dragon is here. A young student of the arts of war practices sword fighting forms. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 100%mv> drink spring Someone utters the word, 'euhz'. A majestic spirit dragon steps through a gate and vanishes. Someone steps through a gate and vanishes. <100%hp 100%mn 100%mv> You step out of the shadows. You drink water from a natural spring. Your thirst is quenched. <100%hp 100%mn 100%mv> d fill bladder Your container is full. <100%hp 100%mn 100%mv> wh [ 9 Chnge Thi] (PK) Zeptaru the Sharper [ Ilthd ] Ovitide the Apprentice Occultist [ G-Elf ] Jalaluddin El'Qadir the Hero of Magical Transference [ Human ] Qistina the Grand Mystic [ Human ] [Helper] Adelaide the Sorceress [ G-Elf ] [Helper] Diomugley Stobbleyfarb the Hero of Magical Transference, Keeper of Diplomacy of Golden Leaf Society [ Half ] Beazer the Sensei, Knight of the Asp [ Grif ] Qanga the Acolyte [ Gnome ] Vandorlas the Avatar of a Deity [ Half ] Kaight the Crime Lord [ G-Elf ] Mikhale Belaern, Oracle of Faith [ D-Elf ] [Helper] Durayne the Sadist [ Half ] [Helper] Sebhokep Millstone the Zealous Priest of War, Arbiter of the Phoenix [ Half ] Barutis the Master of Shuto [ Ilthd ] Kjialik Vieli the Hero of the Dark [ Troll ] Tavorach Delmar the Knight Hero [ Ilthd ] Wetharorcatu the Apprentice Occultist [ Draco ] Caulkor the Student of Speed [ Cen ] [Helper] Barius Bloodmane the Paladin Hero [60 Human IMP] [Helper] [CONCLAVE] Riallus WindGust, Lord of the Elements Players found: 20 You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. A young student of the arts of war practices sword fighting forms. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. A young student of the arts of war practices sword fighting forms. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 100%mv> tell Adelaide, greetings fair mage You step out of the shadows. They are not here. <100%hp 100%mn 100%mv> tell Adelaide Greetings fair ma Someone attempts to blackjack Barutis but misses. Starletto steps out of the shadows. Starletto's blackjack scratches Barutis. Barutis yells, 'Help! Starletto tried to blackjack me!' Starletto's life drain decimates Barutis. <100%hp 100%mn 100%mv> ge Barutis looks at you. <100%hp 100%mn 100%mv> You tell Adelaide, 'Greetings fair mage' <100%hp 100%mn 100%mv> Barutis's kicked dirt nicks Starletto. Starletto is blinded by the dirt in his eyes! <100%hp 100%mn 100%mv> Barutis's punch thrashes Starletto. Barutis lashes out at Starletto with fast double hooking strikes! <100%hp 100%mn 100%mv> l baruti Barutis deflects Starletto's life drain and strikes him with a powerful elbow! Barutis's tai chi wounds Starletto. Barutis's punch decimates Starletto. Barutis's punch decimates Starletto. <100%hp 100%mn 100%mv> s A small creature stands here, covered in tattoos all connecting around a central sphere a blue orb surrounded by a red aura. The small little creature is muscular and lean. His head is covered in short black hair, that connects to his facial hair which is clean and trimmed. Tattoos of dragons run along his forearms, the dragons head end on the back of his fists. His eye are dark blue, and rather narrow. The right side of his face is covered with a 2-3 inch scar from his ear to his chin. Along his forehead there is a tattoo of a crown that wraps around under his hair. Then in the back of his head the crown dissolves down to the blue sphere. There is a tattoo of a black iron dagger surrounded by a blue aura, it marks his rank in the steel clan. Barutis has a few bruises. Barutis is using: (Glowing) a platinum signet ring Hate (Glowing) talisman of inner strength (Humming) A grey silken cloak a beautiful gown of white samite (Glowing) a plain abbott's cap a pair of silver glasses a green pair of forest leggings a pair of toe-spikes a pair of misty gloves the stitched flesh of a thousand creatures a poncho from the carcass of the Rock Toad (Glowing) Green Belt of the Praying Mantis a misty bracelet a misty bracelet You peek at the inventory: rusty iron key ( 8) a bottle of imported fine elvish wine a canoe a bag <100%hp 100%mn 100%mv> Starletto's kicked dirt scratches Barutis. Barutis is blinded by the dirt in his eyes! <100%hp 100%mn 100%mv> Barutis grabs Starletto, braces him with his leg, and drops backward, throwing him to the ground! Barutis's throw wounds Starletto. <100%hp 100%mn 100%mv> l Starletto's life drain devastates Barutis. Starletto's slice decimates Barutis. Starletto's slice thrashes Barutis. Barutis's punch decimates Starletto. Barutis's punch mauls Starletto. Barutis's fists are surrounded by a holy aura! Barutis delivers a blow of deadly force! Barutis's divine punch PULVERIZES Starletto! <100%hp 100%mn 100%mv> Adelaide tells you, 'greetings' <100%hp 100%mn 100%mv> starletto This human stands around six feet in height with most of his height being in his body rather than his limbs. However, his arms and legs are tight and well built as if he has been training them for physical might. Blonde hair flows down his head in nead loosely curled locks that end at the bottom edge of his shoulder blades. His skin is deeply tanned which exentuates his light blue eyes. His facial features is mainly gentle curves with a sharp nose set nicely in rounded cheeks. His hair and entire vision appears to be well kept with trimmed nails and a sweet aroma eminating from his form. Starletto is covered in bleeding wounds. Starletto is using: (Glowing) the Captain's Signet Ring (Glowing) (Humming) a shadowlord's signet ring a light elven cloak a jewel-encrusted collar a suit of blood-red armor (Glowing) a circlet of braided centaur hair a pair of silver glasses a jewel-encrusted earring a jewel-encrusted earring a green pair of forest leggings some earthen boots a pair razor-edged gloves a pair of red sleeves a black robe a belt of little sacks (Humming) a fine copper bracelet an onyx bracelet (Glowing) (Humming) Dagger of the Viper (Glowing) a sharp shard of obsidian (Shiny) a dagger embedded into a small sack You peek at the inventory: (Glowing) a moonstone water jug ( 4) a small green pill ( 4) (Glowing) [HOT] glowing potion (Glowing) [HOT] Helm of the Red Rose ( 2) a rosary made from carved bone beads [HOT] a fiery knife (Glowing) [HOT] a chest with the symbol of the GML a sack made from the skin of a doe straight razor (Humming) a psi-knife the whipping tail of a manticore an opal set in a silver ring <100%hp 100%mn 100%mv> Starletto's life drain devastates Barutis. Starletto's slice decimates Barutis. Barutis's fists are surrounded by a holy aura! Barutis knocks aside Starletto's parry with his own and strikes Starletto in return! Barutis's divine punch MUTILATES Starletto! Barutis springs at Starletto with a spinning uppercut! Barutis's hit wounds Starletto. <100%hp 100%mn 100%mv> Barutis leaps onto Starletto's shoulders and arches backward, throwing him to the ground! Barutis's throw wounds Starletto. <100%hp 100%mn 100%mv> Starletto's life drain MUTILATES Barutis! Dagger of the Viper draws life from Barutis. Barutis's punch mauls Starletto. Barutis knocks aside Starletto's parry with his own and strikes Starletto in return! Barutis's punch mauls Starletto. Barutis attacks Starletto with a lunging mantis strike! Barutis's hit injures Starletto. <100%hp 100%mn 100%mv> te Starletto's life drain maims Barutis. Barutis's punch injures Starletto. <100%hp 100%mn 100%mv> ll Adelaide Starletto quickly sticks his leg behind Barutis's left leg and trips him! Starletto's trip nicks Barutis. Starletto drops and plunges a dagger into Barutis while he is on the ground! Starletto's downstrike thrashes Barutis. <100%hp 100%mn 100%mv> Barutis's fists are surrounded by a holy aura! <100%hp 100%mn 100%mv> do ye care to Barutis leaps onto Starletto's shoulders and arches backward, throwing him to the ground! Barutis delivers a blow of deadly force! Barutis's throw MUTILATES Starletto! <100%hp 100%mn 100%mv> Barutis catches Starletto's life drain and deflects it, striking his hand with force! Barutis's tai chi thrashes Starletto. Barutis attacks Starletto with a lunging mantis strike! <100%hp 100%mn 100%mv> gain some rank Starletto's life drain devastates Barutis. Barutis strikes Starletto just as he begins to dodge his attack! Barutis's punch mauls Starletto. Barutis delivers a blow of deadly force! Barutis springs at Starletto with a spinning uppercut! Barutis's hit injures Starletto. <100%hp 100%mn 100%mv> , it may beda Barutis grabs Starletto and throws him to the ground with stunning force! Barutis's throw wounds Starletto. Barutis spreads his arms and leaps into the air, landing on Starletto with a knee stomp! Barutis's ground control wounds Starletto. Barutis deflects Starletto's slice and uses his force to throw him over his shoulder! Barutis's tai chi wounds Starletto. Barutis's punch mauls Starletto. Barutis attacks Starletto with a lunging mantis strike! <100%hp 100%mn 100%mv> ^R tell Adelaide do ye care to gain some rank, it may bed  dagn Barutis strikes a powerful open handed blow! Barutis's punch decimates Starletto. Barutis springs at Starletto with a spinning uppercut! <100%hp 100%mn 100%mv> ge Selvatarm has arrived. A blood hound has arrived. A blood hound has arrived. <100%hp 100%mn 100%mv> rous You tell Adelaide, 'do ye care to gain some rank, it may be dagngerous' <100%hp 100%mn 100%mv> Starletto leaves north. Starletto has fled! <100%hp 100%mn 100%mv> l selva Selvatarm leaves north. A blood hound leaves north. A blood hound leaves north. <100%hp 100%mn 100%mv> Selvatarm yells, 'Help! Barutis just attacked me!' <100%hp 100%mn 100%mv> tarm You do not see that here. <100%hp 100%mn 100%mv> Selvatarm has arrived. <100%hp 100%mn 100%mv> l s Adelaide tells you, 'aye' <100%hp 100%mn 100%mv> el Selvatarm leaves south. <100%hp 100%mn 100%mv> vaterm Barutis applies bandages to himself. <100%hp 100%mn 100%mv> ^R l selvater ar   arm You do not see that here. <100%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Barutis the Master of Shuto is here. A young student of the arts of war practices sword fighting forms. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 100%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a grey skirt here. A pair of soft grey gloves are barely visible. A lightweight grey vest lies here. A pair of grey soft leather boots was left here. A sharp dagger gleams in the light. (Companion) A blood hound is here, sniffing the ground for tracks. <100%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] (Companion) A blood hound is here, sniffing the ground for tracks. A large cockroach scuttles across the ground. <100%hp 100%mn 97%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a grey skirt here. A pair of soft grey gloves are barely visible. A lightweight grey vest lies here. A pair of grey soft leather boots was left here. A sharp dagger gleams in the light. (Companion) A blood hound is here, sniffing the ground for tracks. <100%hp 100%mn 96%mv> take vest You get vest. <100%hp 100%mn 96%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: (Glowing) a war banner a silver ring a silver ring a hardened leather vest A steel helm a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <100%hp 100%mn 100%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a grey skirt here. A pair of soft grey gloves are barely visible. A pair of grey soft leather boots was left here. A sharp dagger gleams in the light. (Companion) A blood hound is here, sniffing the ground for tracks. <100%hp 100%mn 100%mv> inv   take skirt You get skirt. <100%hp 100%mn 100%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] (Companion) A blood hound is here, sniffing the ground for tracks. <100%hp 100%mn 98%mv> l hound The hound is your typical blood hound. It is brown with large floppy ears and a long snout that is perpetually sniffing for scents. A blood hound is gushing blood. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] ( 2) Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pair of leggings was left here. A pile of light cloth is here. <100%hp 100%mn 98%mv> take gloves You get some hardened leather gloves. <100%hp 100%mn 98%mv> take leggings You get leggings. <100%hp 100%mn 98%mv> exam leggings Some leggings of scale mail rest here. <100%hp 100%mn 98%mv> drop leggings You drop leggings. <100%hp 100%mn 98%mv> l Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A pair of leggings was left here. Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pile of light cloth is here. <100%hp 100%mn 98%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 97%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 96%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 95%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 94%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 93%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 92%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 91%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 98%mv> n At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] <100%hp 100%mn 96%mv> n Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] <100%hp 100%mn 94%mv> n Alas, you cannot go that way. <100%hp 100%mn 94%mv> d A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] <100%hp 100%mn 92%mv> d A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] <100%hp 100%mn 90%mv> reply Where are ye You tell Adelaide, 'Where are ye' <100%hp 100%mn 90%mv> d Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] <100%hp 100%mn 87%mv> d A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] A cobalt-hued kobold crouches on the ground, muttering. A kobold with scarlet fur howls its lungs out here. <100%hp 100%mn 84%mv> 1 You attempt to hide. <100%hp 100%mn 84%mv> 4 You attempt to move silently. <100%hp 100%mn 84%mv> d Adelaide tells you, 'in the catacombs' <100%hp 100%mn 84%mv> ^R s The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] Gibbering, a red-furred kobold crouches in the shadows. <100%hp 100%mn 82%mv> e The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: east west] Hatefully peering about, a crimson kobold curses at you. A kobold with scarlet fur howls its lungs out here. Howling loudly, a scarlet kobold regards you malevolently. <100%hp 100%mn 79%mv> Adelaide tells you, 'meet me at the entrance' <100%hp 100%mn 79%mv> w The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] Gibbering, a red-furred kobold crouches in the shadows. <100%hp 100%mn 76%mv> reply Ae ye You step out of the shadows. You tell Adelaide, 'Aye' <100%hp 100%mn 76%mv> Adelaide has arrived. <100%hp 100%mn 76%mv> Adelaide leaves north. <100%hp 100%mn 76%mv> Adelaide has arrived. <100%hp 100%mn 76%mv> vis You trample around loudly again. <100%hp 100%mn 76%mv> l The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] Adelaide the Sorceress is here. Gibbering, a red-furred kobold crouches in the shadows. <100%hp 100%mn 84%mv> say Here i am You say, 'Here i am' <100%hp 100%mn 84%mv> Adelaide tells you, 'greetings' <100%hp 100%mn 84%mv> foll o  ow Adelaide You now follow Adelaide. <100%hp 100%mn 84%mv> ooc Adelaide type group Adelaide tells you, 'ready to kill stuff?' <100%hp 100%mn 84%mv> zeptaru [OOC] to Adelaide: type group zeptaru <100%hp 100%mn 84%mv> Adelaide's punch misses The red kobold. <100%hp 100%mn 84%mv> Adelaide's punch grazes The red kobold. The red kobold's bite misses Adelaide. <100%hp 100%mn 84%mv> Adelaide's punch misses The red kobold. The red kobold's bite misses Adelaide. <100%hp 100%mn 84%mv> 2 They are not here. <100%hp 100%mn 84%mv> You join Adelaide's group. <100%hp 100%mn 84%mv> back Adelaide's punch grazes The red kobold. The red kobold's bite misses Adelaide. <100%hp 100%mn 84%mv> kobold That person is moving around too much to backstab. <100%hp 100%mn 84%mv> Adelaide's punch grazes The red kobold. The red kobold's bite misses Adelaide. <100%hp 100%mn 84%mv> Adelaide utters the words, 'laisenna qish'. <100%hp 100%mn 84%mv> kill bakc Adelaide's punch misses The red kobold. The red kobold's bite misses Adelaide. <100%hp 100%mn 84%mv> ^R kill bak   kobold Adelaide's punch grazes The red kobold. <100%hp 100%mn 92%mv> You have become better at dagger! Your slash injures The red kobold. The red kobold is screaming in pain. <100%hp 100%mn 92%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt RAZES The red kobold! The red kobold is DEAD!! You receive 28 experience points. The red kobold's severed head plops on the ground. <100%hp 100%mn 92%mv> tr  grt  tell you lead You tell the group 'you lead' <100%hp 100%mn 92%mv> Adelaide tells you, 'ok' <100%hp 100%mn 92%mv> Adelaide tells you, 'i need to get a scroll of recall' <100%hp 100%mn 92%mv> ooc Adelaide leaves north. You follow Adelaide. A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] Adelaide the Sorceress is here. A cobalt-hued kobold crouches on the ground, muttering. A kobold with scarlet fur howls its lungs out here. <100%hp 100%mn 90%mv> adelaide Adelaide leaves up. You follow Adelaide. Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] Adelaide the Sorceress is here. <100%hp 100%mn 87%mv> te Adelaide leaves up. You follow Adelaide. A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] Adelaide the Sorceress is here. <100%hp 100%mn 84%mv> Adelaide leaves up. You follow Adelaide. A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] Adelaide the Sorceress is here. <100%hp 100%mn 82%mv> Adelaide leaves up. You follow Adelaide. Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] Adelaide the Sorceress is here. <100%hp 100%mn 80%mv> ^R ooc adelaide t    Adelaide leaves south. You follow Adelaide. At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 77%mv> Adelaide leaves south. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 76%mv> m Adelaide leaves south. You follow Adelaide. Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 75%mv> ake su Adelaide leaves south. You follow Adelaide. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 74%mv> re yo Adelaide leaves south. You follow Adelaide. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 73%mv> u turn Adelaide leaves south. You follow Adelaide. Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide the Sorceress is here. <100%hp 100%mn 80%mv> on a Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] Adelaide the Sorceress is here. Durayne the Sadist is here. <100%hp 100%mn 78%mv> utos Selvatarm yells, 'Help! Starletto just kicked me!' <100%hp 100%mn 78%mv> p Adelaide leaves south. You follow Adelaide. Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] Adelaide the Sorceress is here. A young clerical student devoutly practices supplications. <100%hp 100%mn 77%mv> lit They are not here. <100%hp 100%mn 77%mv> oo Adelaide leaves south. You follow Adelaide. Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] Adelaide the Sorceress is here. A young clerical student devoutly practices cantrips. <100%hp 100%mn 76%mv> c ade Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A pair of leggings was left here. Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pile of light cloth is here. Adelaide the Sorceress is here. <100%hp 100%mn 75%mv> laide mak Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide the Sorceress is here. (Companion) A blood hound is here, sniffing the ground for tracks. <100%hp 100%mn 74%mv> e sure you Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A pair of soft grey gloves are barely visible. A pair of grey soft leather boots was left here. A sharp dagger gleams in the light. Adelaide the Sorceress is here. (Companion) A blood hound is here, sniffing the ground for tracks. <100%hp 100%mn 73%mv> turn on a Adelaide leaves south. You follow Adelaide. Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Adelaide the Sorceress is here. (Hired) A crony brute hovers here uneasily. (Hired) A crony brute hovers here uneasily. (Enlisted) A hired henchman is hovering here. (Enlisted) A hired henchman is hovering here. (Hired) A crony brute hovers here uneasily. (Holy Aura) Mikhale, Oracle of Faith is here. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 72%mv> uto split Adelaide leaves west. You follow Adelaide. Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] Adelaide the Sorceress is here. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 71%mv> [OOC] to Adelaide: make sure you turn on auto split <100%hp 100%mn 71%mv> 1 You attempt to hide. <100%hp 100%mn 71%mv> Adelaide leaves west. You follow Adelaide. You step out of the shadows. Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 70%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 70%mv> l Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 70%mv> Adelaide tells you, 'aye' <100%hp 100%mn 70%mv> Adelaide leaves south. You follow Adelaide. The Liquid Magic Shop The walls are all shelves, upon which are vials, flasks and bottles of liquids of many colors. On the dark marble counter is a brass dish on which is a small 'log' of incense, burning at one end, sending a wisp of smoke up into the air and filling the room with spice. On the wall behind the counter is a sign in neat lettering. [Exits: north] Adelaide the Sorceress is here. A young clerical student devoutly practices supplications. An old man sits behind a counter pouring some vile smelling liquid from one clear glass container into another. <100%hp 100%mn 69%mv> autosplit Autosplitting removed. <100%hp 100%mn 69%mv> sa Adelaide leaves north. You follow Adelaide. Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 68%mv> uto Adelaide leaves north. You follow Adelaide. The Wizard's Scroll A neater and cleaner shop you have never seen. The wooden floor is polished, and most of it is covered by a purple and crimson carpet with golden tassles at the corners. The counter is carved of obsidian with a white marble top. The walls are lined with cabinets, all of wood and all shut tight and locked, not with mundane keys and locks easily picked by thieves, but with magical cantrips and traps. Smoke trickles upward from a small urn on the counter top, and a spicy incense fills the air. A sign on the wall behind the counter catches your eye. [Exits: south] Adelaide the Sorceress is here. An old man sits behind a counter carefully penning a scroll. <100%hp 100%mn 67%mv> split Huh? <100%hp 100%mn 67%mv> autosplit Automatic gold splitting set. <100%hp 100%mn 67%mv> list [Lv Price Qty] Item [11 3500 -- ] scroll of cancellation [10 4200 -- ] scroll of recall [12 7000 -- ] scroll of identification [ 1 1400 -- ] a parchment containing a map [ 1 1400 -- ] map of eastern Thera [ 1 1400 -- ] map of western Thera [ 0 70 -- ] Bathing Day [ 0 84 -- ] Song of Cedric <100%hp 100%mn 75%mv> Adelaide drops a belt of steel links. <100%hp 100%mn 75%mv> Adelaide drops a leather cap made from the skin of the skeleton of a winged, fiery-haired man. <100%hp 100%mn 75%mv> Adelaide gets a leather cap made from the skin of the skeleton of a winged, fiery-haired man. <100%hp 100%mn 75%mv> Adelaide drops a thin leather cape. <100%hp 100%mn 75%mv> Adelaide gives you a leather cap made from the skin of the skeleton of a winged, fiery-haired man. <100%hp 100%mn 75%mv> Adelaide buys scroll of recall. <100%hp 100%mn 75%mv> wear ca Adelaide puts scroll of recall in a bag. <100%hp 100%mn 75%mv> p You stop using A steel helm. You wear a leather cap made from the skin of the skeleton of a winged, fiery-haired man on your head. <83%hp 100%mn 75%mv> Adelaide leaves south. You follow Adelaide. Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] Adelaide the Sorceress is here. <83%hp 100%mn 74%mv> compare Adelaide leaves east. You follow Adelaide. Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] Adelaide the Sorceress is here. A young student of the arts of war practices sword fighting forms. <83%hp 100%mn 73%mv> cap Adelaide leaves east. You follow Adelaide. Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A natural spring flows from the ground here. Adelaide the Sorceress is here. (Summoned) The shadow of Mikhale is hovering here in silence. (Charmed) A giant stands by awaiting his master's command. (Enlisted) A medium sized troll walks the streets of Varggin Shih here. (Summoned) (Translucent) (Chromatic Aura) A blood red mist swirls about the area hunting for something. (Charmed) A giant stands by awaiting his master's command. A very tall cloaked figure is here. (Translucent) (Faint Aura) A cloaked goat headed man is here. A cityguard looks you over, watching your moves carefully. <83%hp 100%mn 72%mv> You do not have that item. Someone has arrived. A majestic spirit dragon has arrived. <83%hp 100%mn 72%mv> A cloaked figure holds a white wand in its hands. <83%hp 100%mn 72%mv> A cloaked figure zaps itself with a white wand. A cloaked figure is surrounded by a chromatic aura. <83%hp 100%mn 72%mv> compare hel Adelaide drinks water from a natural spring. <88%hp 100%mn 80%mv> m A steel helm looks worse than a leather cap made from the skin of the skeleton of a winged, fiery-haired man. <88%hp 100%mn 80%mv> Adelaide drinks water from a natural spring. <88%hp 100%mn 80%mv> A cloaked figure stops using a white wand. <88%hp 100%mn 80%mv> A cloaked figure dual wields something. <88%hp 100%mn 80%mv> Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A pair of soft grey gloves are barely visible. A pair of grey soft leather boots was left here. A sharp dagger gleams in the light. Adelaide the Sorceress is here. (Companion) A blood hound is here, sniffing the ground for tracks. <88%hp 100%mn 78%mv> drop hel Someone yells, 'Help! a cloaked figure just tried to strangle me!' <88%hp 100%mn 78%mv> m You drop A steel helm. <88%hp 100%mn 78%mv> Adelaide gets dagger. <88%hp 100%mn 78%mv> A majestic spirit dragon has arrived. <88%hp 100%mn 78%mv> l drad gon This familiar is the spirit familiar of its mortal form, summoned by a master of the arcane arts to serve as a familiar on the mortal planes. A majestic spirit dragon has a few bruises. You peek at the inventory: Nothing. <88%hp 100%mn 78%mv> Adelaide drops some hardened leather gloves. <88%hp 100%mn 78%mv> Adelaide drops some hardened leather gloves. <88%hp 100%mn 78%mv> Adelaide drops a purple cloak. <88%hp 100%mn 78%mv> inv You are carrying: some hardened leather gloves skirt vest ( 5) a bark-covered flagon ring of grace a silver ring a purple cloak a Big Ol'Pack Sack a bladder a small lantern A steel helm <88%hp 100%mn 78%mv> drop skirt You drop skirt. <88%hp 100%mn 78%mv> Adelaide stops using a small torch. <88%hp 100%mn 78%mv> Adelaide wields dagger. Adelaide is zapped by dagger and drops it. <88%hp 100%mn 78%mv> say That is strange, A Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide the Sorceress is here. (Companion) A blood hound is here, sniffing the ground for tracks. <93%hp 100%mn 85%mv> d Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A pair of leggings was left here. Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pile of light cloth is here. Adelaide the Sorceress is here. <93%hp 100%mn 84%mv> laide Adelaide leaves north. You follow Adelaide. Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] Adelaide the Sorceress is here. A young clerical student devoutly practices cantrips. <93%hp 100%mn 83%mv> You say, 'That is strange, Adlaide' <93%hp 100%mn 83%mv> Selvatarm has arrived. <93%hp 100%mn 83%mv> Selvatarm leaves south. <93%hp 100%mn 83%mv> Starletto yells, 'Help! Someone just kicked dirt in my eyes!' <93%hp 100%mn 83%mv> Adelaide's punch grazes a young student of the ways of the divine. <93%hp 100%mn 83%mv> Adelaide's punch misses a young student of the ways of the divine. <93%hp 100%mn 83%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt decimates a young student of the ways of the divine. <93%hp 100%mn 83%mv> Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine raises her leg and kicks Adelaide with her heel! A young student of the ways of the divine's kick wounds Adelaide. <93%hp 100%mn 83%mv> Starletto yells, 'How dare you attack me someone!' <93%hp 100%mn 83%mv> autoa Adelaide's punch grazes a young student of the ways of the divine. <93%hp 100%mn 83%mv> ssist You will now assist when needed. <93%hp 100%mn 83%mv> Adelaide utters the words, 'laisenna qish'. <93%hp 100%mn 83%mv> Adelaide's punch misses a young student of the ways of the divine. You trample around loudly again. A young student of the ways of the divine parries your slash and deflects it upward. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine has quite a few wounds. <93%hp 100%mn 83%mv> Selvatarm has arrived. A blood hound has arrived. A blood hound has arrived. A young student of the ways of the divine has quite a few wounds. <93%hp 100%mn 83%mv> kill student A young student of the ways of the divine parries your slash and deflects it away from herself. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine has quite a few wounds. <93%hp 100%mn 83%mv> You do the best you can! A young student of the ways of the divine has quite a few wounds. <93%hp 100%mn 83%mv> Adelaide utters the words, 'gtibpaae egrugr'. Adelaide's shocking grasp devastates a young student of the ways of the divine. Your slash misses a young student of the ways of the divine. A young student of the ways of the divine is covered in bleeding wounds. <93%hp 100%mn 83%mv> Selvatarm leaves south. A blood hound leaves south. A blood hound leaves south. A young student of the ways of the divine is covered in bleeding wounds. <93%hp 100%mn 83%mv> 2 Your slash misses a young student of the ways of the divine. Adelaide's punch grazes a young student of the ways of the divine. A young student of the ways of the divine is bleeding profusely. <93%hp 100%mn 83%mv> You are facing the wrong end. Adelaide utters the words, 'gtibpaae egrugr'. Adelaide's shocking grasp wounds a young student of the ways of the divine. A young student of the ways of the divine is gushing blood. <93%hp 100%mn 83%mv> 3 The sun rises in the east. The sky gets very cloudy and a calmness begins here. A young student of the ways of the divine is bleeding profusely. <96%hp 100%mn 91%mv> Your kicked dirt scratches a young student of the ways of the divine. A young student of the ways of the divine is blinded by the dirt in her eyes! A young student of the ways of the divine is gushing blood. <96%hp 100%mn 91%mv> Your slash injures a young student of the ways of the divine. Adelaide's punch grazes a young student of the ways of the divine. A young student of the ways of the divine is screaming in pain. <96%hp 100%mn 91%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt MUTILATES a young student of the ways of the divine! A young student of the ways of the divine is writhing in agony. <96%hp 100%mn 91%mv> 2 Your slash injures a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush hits Adelaide. A young student of the ways of the divine is convulsing on the ground. <96%hp 100%mn 91%mv> You are facing the wrong end. A young student of the ways of the divine is convulsing on the ground. <96%hp 100%mn 91%mv> Your slash hits a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush hits Adelaide. A young student of the ways of the divine is convulsing on the ground. <96%hp 100%mn 91%mv> 5 You quickly stick your leg behind a young student of the ways of the divine's right leg and trip her! Your trip scratches a young student of the ways of the divine. A young student of the ways of the divine is DEAD!! You receive 137 experience points. You hear a young student of the ways of the divine's death cry. You get alb from the corpse of a young student of the ways of the divine. You get mace from the corpse of a young student of the ways of the divine. You get gloves from the corpse of a young student of the ways of the divine. You get robe from the corpse of a young student of the ways of the divine. You get sandals from the corpse of a young student of the ways of the divine. You get skirt from the corpse of a young student of the ways of the divine. You get 13 silver coins from the corpse of a young student of the ways of the divine. You split 13 silver coins. Your share is 7 silver. <96%hp 100%mn 91%mv> Adelaide cheers and sings... she is just BURSTING with joy! <96%hp 100%mn 91%mv> give ro A growling crony brute has arrived. A hired henchman has arrived. A hired henchman has arrived. An angry crony brute has arrived. A crony brute has arrived. <96%hp 100%mn 91%mv> be a A crony brute leaves north. An angry crony brute leaves north. A hired henchman leaves north. A hired henchman leaves north. A growling crony brute leaves north. <96%hp 100%mn 91%mv> delaide You give robe to Adelaide. <96%hp 100%mn 91%mv> Adelaide leaves north. You follow Adelaide. Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] Adelaide the Sorceress is here. A young clerical student devoutly practices supplications. <96%hp 100%mn 90%mv> Adelaide bows deeply. <96%hp 100%mn 90%mv> gi Barutis yells, 'Help! Starletto just tried to bite me!' <96%hp 100%mn 90%mv> ve sand Adelaide stops using A fine elven robe. Adelaide wears robe about her body. Adelaide is zapped by robe and drops it. <96%hp 100%mn 90%mv> als adelaide Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] Adelaide the Sorceress is here. <96%hp 100%mn 89%mv> You give sandals to Adelaide. <96%hp 100%mn 89%mv> Adelaide leaves north. You follow Adelaide. Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide the Sorceress is here. <96%hp 100%mn 88%mv> Adelaide leaves north. You follow Adelaide. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] Adelaide the Sorceress is here. <96%hp 100%mn 87%mv> Adelaide stops using the wind boots. Adelaide wears sandals on her feet. Adelaide is zapped by sandals and drops it. <96%hp 100%mn 87%mv> Adelaide leaves north. You follow Adelaide. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 94%mv> Adelaide leaves north. You follow Adelaide. Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 93%mv> Adelaide leaves north. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 92%mv> sa Adelaide leaves north. You follow Adelaide. At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 90%mv> y H Adelaide leaves north. You follow Adelaide. Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] Adelaide the Sorceress is here. <100%hp 100%mn 88%mv> rmm You say, 'Hrmm' <100%hp 100%mn 88%mv> Adelaide leaves south. You follow Adelaide. At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 86%mv> Adelaide leaves south. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 84%mv> Adelaide leaves south. You follow Adelaide. Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 83%mv> Adelaide leaves south. You follow Adelaide. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 82%mv> Adelaide leaves south. You follow Adelaide. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of leather sandals sits in the corner. Adelaide the Sorceress is here. <100%hp 100%mn 81%mv> Adelaide leaves south. You follow Adelaide. Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide the Sorceress is here. <100%hp 100%mn 80%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 79%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] You see a white robe hanging here. Adelaide the Sorceress is here. A young clerical student devoutly practices supplications. <100%hp 100%mn 78%mv> inv Adelaide's punch misses a young student of the ways of the divine. You are carrying: skirt gloves mace alb some hardened leather gloves vest ( 5) a bark-covered flagon ring of grace a silver ring a purple cloak a Big Ol'Pack Sack a bladder a small lantern A steel helm <100%hp 100%mn 78%mv> Adelaide's punch grazes a young student of the ways of the divine. Your slash injures a young student of the ways of the divine. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine has some small wounds. <100%hp 100%mn 78%mv> Your slash hits a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine has some small wounds. <100%hp 100%mn 78%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt hits a young student of the ways of the divine. A young student of the ways of the divine has quite a few wounds. <100%hp 100%mn 78%mv> A young student of the ways of the divine hops backward and dodges your slash. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine has quite a few wounds. <100%hp 100%mn 78%mv> 3 Your kicked dirt misses a young student of the ways of the divine. A young student of the ways of the divine has quite a few wounds. <100%hp 100%mn 78%mv> 5 Your slash wounds a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine has quite a few wounds. <100%hp 100%mn 78%mv> Adelaide utters the words, 'gtibpaae egrugr'. Adelaide's shocking grasp devastates a young student of the ways of the divine. A young student of the ways of the divine leans back and dodges your slash. Adelaide's punch hits a young student of the ways of the divine. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine is bleeding profusely. <100%hp 100%mn 78%mv> saYou kick out a young student of the ways of the divine's left leg and trip him! Your trip grazes a young student of the ways of the divine. A young student of the ways of the divine is gushing blood. <100%hp 100%mn 78%mv> y What is it Your slash injures a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine is screaming in pain. <100%hp 100%mn 78%mv> ^R say What is i this You say, 'What is this' A young student of the ways of the divine is screaming in pain. <100%hp 100%mn 78%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt wounds a young student of the ways of the divine. A young student of the ways of the divine is screaming in pain. <100%hp 100%mn 78%mv> A young student of the ways of the divine parries your slash and deflects it away from himself. A young student of the ways of the divine is screaming in pain. <100%hp 100%mn 78%mv> 5 You kick out a young student of the ways of the divine's right leg and trip him! Your trip grazes a young student of the ways of the divine. A young student of the ways of the divine is screaming in pain. <100%hp 100%mn 86%mv> A young student of the ways of the divine leans to his left and dodges your slash. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine is screaming in pain. <100%hp 100%mn 86%mv> 3 Your kicked dirt grazes a young student of the ways of the divine. A young student of the ways of the divine is blinded by the dirt in his eyes! A young student of the ways of the divine is spasming in shock. <100%hp 100%mn 86%mv> Your slash wounds a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush injures Adelaide. A young student of the ways of the divine is writhing in agony. <100%hp 100%mn 86%mv> Adelaide tells you, 'what is what?' A young student of the ways of the divine is writhing in agony. <100%hp 100%mn 86%mv> Your slash injures a young student of the ways of the divine. Adelaide's punch misses a young student of the ways of the divine. A young student of the ways of the divine's crush wounds Adelaide. A young student of the ways of the divine is writhing in agony. <100%hp 100%mn 86%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt mauls a young student of the ways of the divine. A young student of the ways of the divine is DEAD!! You receive 151 experience points. You hear a young student of the ways of the divine's death cry. Adelaide gets mace from the corpse of a young student of the ways of the divine. Adelaide gets gloves from the corpse of a young student of the ways of the divine. Adelaide gets robe from the corpse of a young student of the ways of the divine. Adelaide gets sandals from the corpse of a young student of the ways of the divine. Adelaide gets leggings from the corpse of a young student of the ways of the divine. <100%hp 100%mn 86%mv> gtell that A very tall cloaked figure has arrived. The troll citizen has arrived. The vampiric mist has arrived. The giant mercenary has arrived. The shadow of Mikhale has arrived. The giant mercenary has arrived. <100%hp 100%mn 86%mv> we The giant mercenary leaves north. The shadow of Mikhale leaves north. A very tall cloaked figure leaves north. The giant mercenary leaves north. The vampiric mist leaves north. The troll citizen leaves north. <100%hp 100%mn 86%mv> battle? You tell the group 'that we battle?' <100%hp 100%mn 86%mv> Adelaide leaves south. You follow Adelaide. Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] The corpse of a young student of the ways of the divine is lying here. Adelaide the Sorceress is here. <100%hp 100%mn 85%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A pair of leggings was left here. Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pile of light cloth is here. Adelaide the Sorceress is here. <100%hp 100%mn 84%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 83%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A sharp dagger gleams in the light. You see a grey skirt here. A purple cloak of fine satin lies here. ( 2) Some gloves of hardened leather lie here. A shining steel helm rests here. A pair of soft grey gloves are barely visible. Adelaide the Sorceress is here. <100%hp 100%mn 82%mv> Adelaide tells you, 'a student?' <100%hp 100%mn 82%mv> gtell why are we being attacked? You tell the group 'why are we being attacked?' <100%hp 100%mn 82%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 90%mv> gtell or are y Adelaide tells you, 'i dont know any good places i dont think we are' <100%hp 100%mn 90%mv> ou selecting these tag rgets? You tell the group 'or are you selecting these targets?' <100%hp 100%mn 90%mv> inv Adelaide tells you, 'i am selecting them' <100%hp 100%mn 90%mv> You are carrying: skirt gloves mace alb some hardened leather gloves vest ( 5) a bark-covered flagon ring of grace a silver ring a purple cloak a Big Ol'Pack Sack a bladder a small lantern A steel helm <100%hp 100%mn 90%mv> drop alb You drop alb. <100%hp 100%mn 90%mv> drop gloves You drop gloves. <100%hp 100%mn 90%mv> we Adelaide tells you, 'they usually have a lot of stuff on them' <100%hp 100%mn 90%mv> ar leather You stop using gloves. You wear some hardened leather gloves on your hands. <100%hp 100%mn 90%mv> score You are Zeptaru the Sharper. Level 9, 19 years old (36 hours). You are young. You joined Dark Mists 88 days, 23 hours, 4 minutes, and 15 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 90% movement. You have 0 practices and 0 training sessions. You are carrying 31/37 items with weight 188/290 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 25384 exp, and have 4 gold and 516 silver coins. You need 1184 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are heavily armored against piercing. You are heavily armored against bashing. You are heavily armored against slashing. You are well-armored against magic. You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 90%mv> wear gl Selvatarm has arrived. <100%hp 100%mn 97%mv> oves Selvatarm leaves north. <100%hp 100%mn 97%mv> You stop using some hardened leather gloves. You wear gloves on your hands. <100%hp 100%mn 97%mv> Adelaide tells you, 'ready?' <100%hp 100%mn 97%mv> score You are Zeptaru the Sharper. Level 9, 19 years old (36 hours). You are young. You joined Dark Mists 88 days, 23 hours, 4 minutes, and 28 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 97% movement. You have 0 practices and 0 training sessions. You are carrying 31/39 items with weight 188/290 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 25384 exp, and have 4 gold and 516 silver coins. You need 1184 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are almost invulnerable to piercing. You are almost invulnerable to bashing. You are almost invulnerable to slashing. You are heavily armored against magic. You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 97%mv> drop leather You drop some hardened leather gloves. <100%hp 100%mn 97%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. A sharp dagger gleams in the light. You see a grey skirt here. A purple cloak of fine satin lies here. A shining steel helm rests here. A pair of soft grey gloves are barely visible. Durayne the Sadist is here. Adelaide the Sorceress is here. <100%hp 100%mn 97%mv> inv You are carrying: skirt mace vest ( 5) a bark-covered flagon ring of grace a silver ring a purple cloak a Big Ol'Pack Sack a bladder a small lantern A steel helm <100%hp 100%mn 97%mv> Adelaide waits patiently. <100%hp 100%mn 97%mv> wear ring You stop using a silver ring. You wear ring of grace on your left finger. <106%hp 109%mn 97%mv> Adelaide offers herself to the gods, who graciously decline. <106%hp 109%mn 97%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. A sharp dagger gleams in the light. You see a grey skirt here. A purple cloak of fine satin lies here. A shining steel helm rests here. A pair of soft grey gloves are barely visible. Durayne the Sadist is here. Adelaide the Sorceress is here. <106%hp 109%mn 97%mv> inv You are carrying: skirt mace vest ( 5) a bark-covered flagon ( 2) a silver ring a purple cloak a Big Ol'Pack Sack a bladder a small lantern A steel helm <100%hp 100%mn 100%mv> Adelaide waits patiently. <100%hp 100%mn 100%mv> gtell Go on fair mg age Adelaide tells you, 'ready?' <100%hp 100%mn 100%mv> You tell the group 'Go on fair mage' <100%hp 100%mn 100%mv> Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 98%mv> Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A pair of leggings was left here. Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pile of light cloth is here. Adelaide the Sorceress is here. <100%hp 100%mn 97%mv> Adelaide leaves north. You follow Adelaide. Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] The corpse of a young student of the ways of the divine is lying here. Adelaide the Sorceress is here. <100%hp 100%mn 96%mv> Adelaide leaves north. You follow Adelaide. Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] The corpse of a young student of the ways of the divine is lying here. You see a white robe hanging here. Adelaide the Sorceress is here. <100%hp 100%mn 95%mv> Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 94%mv> Adelaide leaves north. You follow Adelaide. Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide the Sorceress is here. <100%hp 100%mn 93%mv> Adelaide leaves north. You follow Adelaide. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of leather sandals sits in the corner. Adelaide the Sorceress is here. (Translucent) (Holy Aura) (Faint Aura) A short cloaked figure is here. (Enlisted) A medium sized troll walks the streets of Varggin Shih here. (Summoned) (Translucent) (Chromatic Aura) A blood red mist swirls about the area hunting for something. (Charmed) A giant stands by awaiting his master's command. A very tall cloaked figure is here. (Summoned) The shadow of Mikhale is hovering here in silence. (Charmed) A giant stands by awaiting his master's command. (Translucent) (Faint Aura) A cloaked goat headed man is here. <100%hp 100%mn 92%mv> Adelaide leaves north. You follow Adelaide. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 91%mv> Adelaide leaves north. You follow Adelaide. Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 90%mv> Adelaide leaves north. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 89%mv> Adelaide leaves north. You follow Adelaide. At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 87%mv> Adelaide leaves south. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 86%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Adelaide the Sorceress is here. <100%hp 100%mn 85%mv> Adelaide leaves west. You follow Adelaide. The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 84%mv> Adelaide leaves west. You follow Adelaide. City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] Adelaide the Sorceress is here. <100%hp 100%mn 83%mv> Adelaide leaves west. You follow Adelaide. Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east] A natural spring flows from the ground here. Adelaide the Sorceress is here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 82%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 90%mv> 1 Adelaide's punch misses an Ethsharian gateguard. You attempt to hide. <100%hp 100%mn 90%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 90%mv> An Ethsharian gateguard's slice maims Adelaide. Adelaide's punch misses an Ethsharian gateguard. You step out of the shadows. You trample around loudly again. An Ethsharian gateguard hops backward and parries your slash. An Ethsharian gateguard is in perfect condition. <100%hp 100%mn 90%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt wounds an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <100%hp 100%mn 90%mv> Your slash misses an Ethsharian gateguard. Adelaide's punch misses an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <100%hp 100%mn 90%mv> 2 You are facing the wrong end. An Ethsharian gateguard has a few scratches. <100%hp 100%mn 90%mv> 4 An Ethsharian gateguard's slice maims Adelaide. Adelaide leaves east. Adelaide has fled! Your slash misses an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <100%hp 100%mn 90%mv> No way! You are still fighting! An Ethsharian gateguard has a few scratches. <100%hp 100%mn 90%mv> An Ethsharian gateguard's slice maims you. That really did HURT! Your slash misses an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <73%hp 100%mn 90%mv> 5 Your trip misses an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <73%hp 100%mn 90%mv> An Ethsharian gateguard's slice decimates you. An Ethsharian gateguard sends you sprawling with a powerful bash! An Ethsharian gateguard's bash grazes you. Your slash misses an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <46%hp 100%mn 90%mv> An Ethsharian gateguard's slice maims you. That really did HURT! You sure are BLEEDING! Your slash misses an Ethsharian gateguard. An Ethsharian gateguard has a few scratches. <19%hp 100%mn 90%mv> flee An Ethsharian gateguard's slice misses you. An Ethsharian gateguard strikes aside your slash. An Ethsharian gateguard has a few scratches. <19%hp 100%mn 90%mv> ^R flee     An Ethsharian gateguard has a few scratches. <19%hp 100%mn 90%mv> An Ethsharian gateguard's slice devastates you. You are mortally wounded, and will die soon, if not aided. <-5%hp 100%mn 90%mv> <-5%hp 100%mn 90%mv> gtell flee You have been KILLED!! You have died and turned into an invincible ghost for a few minutes. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. A cityguard staunchly stands vigil against lawlessness in Glyndane. <49%hp 50%mn 50%mv> You tell the group 'flee' <49%hp 50%mn 50%mv> flee w Nah... You feel too relaxed... <49%hp 50%mn 50%mv> f stand You stand up. <49%hp 50%mn 50%mv> tell Adelaide what was that You tell Adelaide, 'what was that' <55%hp 57%mn 60%mv> Adelaide tells you, 'i got your money' <55%hp 57%mn 60%mv> reply My    Why did you fight that? You tell Adelaide, 'Why did you fight that?' <62%hp 64%mn 70%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] A straw broom with a wooden handle lies here. <62%hp 64%mn 68%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <62%hp 64%mn 67%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A pair of leggings was left here. Some gloves of hardened leather lie here. You see here a pair of gloves. You see a pair of ankle-high soft leather boots. A pile of light cloth is here. <62%hp 64%mn 66%mv> take leggings You get leggings. <62%hp 64%mn 66%mv> ta Adelaide tells you, 'i thought i could' <62%hp 64%mn 66%mv> ke gloves You get some hardened leather gloves. <62%hp 64%mn 66%mv> take boots You get ankle-high soft leather boots. <62%hp 64%mn 66%mv> Adelaide tells you, 'i am sorry' <62%hp 64%mn 66%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <62%hp 64%mn 64%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. A sharp dagger gleams in the light. You see a grey skirt here. A purple cloak of fine satin lies here. A shining steel helm rests here. A pair of soft grey gloves are barely visible. <62%hp 64%mn 63%mv> take dagger You get dagger. <62%hp 64%mn 63%mv> take skert I see no skert here. <62%hp 64%mn 63%mv> take glov    soft I see no soft here. <68%hp 71%mn 73%mv> g take grey I see no grey here. <68%hp 71%mn 73%mv> take gloves           4.  take 4.gloves You get some hardened leather gloves. <68%hp 71%mn 73%mv> take 5.gloves I see no 5.gloves here. <68%hp 71%mn 73%mv> take 4.gloves You get gloves. <68%hp 71%mn 73%mv> inv You are carrying: gloves ( 2) some hardened leather gloves dagger ankle-high soft leather boots leggings <68%hp 71%mn 73%mv> drop lea Barutis yells, 'Die, someone you backstabbing fool!' <68%hp 71%mn 73%mv> ther You drop some hardened leather gloves. <68%hp 71%mn 73%mv> drop leather You drop ankle-high soft leather boots. <74%hp 78%mn 83%mv> wear glov Adelaide tells you, 'where are you now?' <74%hp 78%mn 83%mv> es You wear gloves on your hands. <74%hp 78%mn 83%mv> hold dagger You wield dagger. You are skilled with dagger. <73%hp 78%mn 83%mv> hold boots You do not have that item. <73%hp 78%mn 83%mv> ear boots Huh? <73%hp 78%mn 83%mv> wield boots You do not have that item. <73%hp 78%mn 83%mv> wear leather You stop using gloves. You wear some hardened leather gloves on your hands. <73%hp 78%mn 83%mv> inv You are carrying: gloves leggings <73%hp 78%mn 83%mv> reply Glyndane You tell Adelaide, 'Glyndane' <73%hp 78%mn 83%mv> You look up and notice that it is no longer raining. <80%hp 85%mn 93%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a pair of ankle-high soft leather boots. ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. You see a grey skirt here. A purple cloak of fine satin lies here. A shining steel helm rests here. <80%hp 85%mn 93%mv> inv You are carrying: gloves leggings <80%hp 85%mn 93%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has some small wounds. Zeptaru is using: some hardened leather gloves dagger <80%hp 85%mn 93%mv> Adelaide tells you, 'do you want me to come get you' <80%hp 85%mn 93%mv> remove leather You stop using some hardened leather gloves. <80%hp 85%mn 93%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a pair of ankle-high soft leather boots. ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. You see a grey skirt here. A purple cloak of fine satin lies here. A shining steel helm rests here. <80%hp 85%mn 93%mv> take cloak You get a purple cloak. <80%hp 85%mn 93%mv> wear cloak You wear a purple cloak about your body. <80%hp 85%mn 85%mv> score You are Zeptaru the Sharper. Level 9, 19 years old (36 hours). You are young. You joined Dark Mists 88 days, 23 hours, 9 minutes, and 42 seconds ago. Race: changeling Sex: male Class: thief You have 80% hit, 85% mana, 85% movement. You have 0 practices and 0 training sessions. You are carrying 5/37 items with weight 13/290 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 23908 exp, and have 0 gold and 0 silver coins. You need 2660 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are somewhat armored against slashing. You are slightly armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Infravision <80%hp 85%mn 85%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a pair of ankle-high soft leather boots. ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. You see a grey skirt here. A shining steel helm rests here. <86%hp 92%mn 94%mv> reply did you get my equipment You tell Adelaide, 'did you get my equipment' <86%hp 92%mn 94%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide the Sorceress is here. A young clerical student devoutly practices supplications. <86%hp 92%mn 93%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] You see here a pair of gloves. A pile of light cloth is here. <86%hp 92%mn 92%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <86%hp 92%mn 90%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] You see a white robe hanging here. <86%hp 92%mn 89%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <86%hp 92%mn 88%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <86%hp 92%mn 87%mv> n Adelaide tells you, 'no but i know where you are' <86%hp 92%mn 87%mv> Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of leather sandals sits in the corner. <86%hp 92%mn 85%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <86%hp 92%mn 84%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <86%hp 92%mn 83%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <86%hp 92%mn 82%mv> w Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] <86%hp 92%mn 80%mv> w The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <86%hp 92%mn 79%mv> w City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] <86%hp 92%mn 78%mv> w Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east west] A pile of silver coins. The corpse of Zeptaru is lying here. A natural spring flows from the ground here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <86%hp 92%mn 77%mv> take all corpse You get A steel helm from the corpse of Zeptaru. You get boots of silence from the corpse of Zeptaru. You get a small lantern from the corpse of Zeptaru. You get a hardened leather vest from the corpse of Zeptaru. You get a bladder from the corpse of Zeptaru. You get gloves from the corpse of Zeptaru. You get a war banner from the corpse of Zeptaru. You get a purple cloak from the corpse of Zeptaru. You get a Big Ol'Pack Sack from the corpse of Zeptaru. You get a pair of silver glasses from the corpse of Zeptaru. You get a pair of red sleeves from the corpse of Zeptaru. You get dagger from the corpse of Zeptaru. You get a pewter bracer from the corpse of Zeptaru. You get a belt of steel links from the corpse of Zeptaru. You get some scale mail leggings from the corpse of Zeptaru. You get a purple cloak from the corpse of Zeptaru. You get a pewter bracer from the corpse of Zeptaru. You get a silver ring from the corpse of Zeptaru. You get a silver ring from the corpse of Zeptaru. You get a silver ring from the corpse of Zeptaru. You get ring of grace from the corpse of Zeptaru. You get a bark-covered flagon from the corpse of Zeptaru. You get a bark-covered flagon from the corpse of Zeptaru. You get a bark-covered flagon from the corpse of Zeptaru. You get a bark-covered flagon from the corpse of Zeptaru. You get a bark-covered flagon from the corpse of Zeptaru. You get vest from the corpse of Zeptaru. You get a leather cap made from the skin of the skeleton of a winged, fiery-haired man from the corpse of Zeptaru. You get mace from the corpse of Zeptaru. You get skirt from the corpse of Zeptaru. <86%hp 92%mn 77%mv> Adelaide has arrived. <92%hp 100%mn 86%mv> An Ethsharian gateguard steps in front of Adelaide. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <92%hp 100%mn 86%mv> Someone has arrived. <92%hp 100%mn 86%mv> Adelaide leaves east. You follow Adelaide. City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] Adelaide the Sorceress is here. <92%hp 100%mn 85%mv> rep Adelaide leaves east. You follow Adelaide. The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] Adelaide the Sorceress is here. <92%hp 100%mn 84%mv> ly I got it Adelaide leaves east. You follow Adelaide. Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Adelaide the Sorceress is here. <92%hp 100%mn 82%mv> You tell Adelaide, 'I got it' <92%hp 100%mn 82%mv> Adelaide tells you, 'good' <92%hp 100%mn 82%mv> reply I si till was kil Adelaide gives you 516 silver. <92%hp 100%mn 82%mv> led, don't fight those You tell Adelaide, 'I still was killed, don't fight those' <92%hp 100%mn 82%mv> reply    Adelaide gives you 3 gold. <92%hp 100%mn 82%mv> ^R rep    <98%hp 100%mn 92%mv> reply I thought we were to figh Adelaide gives you 3 gold. <98%hp 100%mn 92%mv> t kobolds You tell Adelaide, 'I thought we were to fight kobolds' <98%hp 100%mn 92%mv> Adelaide tells you, 'i am sorry' <98%hp 100%mn 92%mv> reply Its m Adelaide blushes. <98%hp 100%mn 92%mv> y fault for Adelaide leaves east. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <98%hp 100%mn 90%mv> not Adelaide leaves east. You follow Adelaide. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 89%mv> paying att Adelaide leaves east. You follow Adelaide. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] Adelaide the Sorceress is here. <98%hp 100%mn 88%mv> enti Adelaide leaves east. You follow Adelaide. Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. Adelaide the Sorceress is here. <98%hp 100%mn 87%mv> n on You tell Adelaide, 'Its my fault for not paying attention' Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 84%mv> Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 79%mv> Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 74%mv> Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] Adelaide the Sorceress is here. <98%hp 100%mn 71%mv> Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 69%mv> Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] Adelaide the Sorceress is here. A middle aged man struggles to continue his journey. <98%hp 100%mn 68%mv> wera l     Adelaide leaves east. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 67%mv> ^R w  <98%hp 100%mn 67%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] Adelaide the Sorceress is here. A middle aged man struggles to continue his journey. <98%hp 100%mn 66%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 65%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] Adelaide the Sorceress is here. <98%hp 100%mn 63%mv> we Adelaide leaves west. You follow Adelaide. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 60%mv> ar Adelaide leaves west. You follow Adelaide. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide the Sorceress is here. <98%hp 100%mn 55%mv> all You wear skirt on your legs. You are zapped by skirt and drop it. You wear a leather cap made from the skin of the skeleton of a winged, fiery-haired man on your head. You wear vest on your torso. You wear ring of grace on your left finger. You wear a silver ring on your right finger. You wear a pewter bracer around your left wrist. You wear some scale mail leggings on your legs. You wear a belt of steel links about your waist. You wear a pewter bracer around your right wrist. You wear a pair of red sleeves on your arms. You wear a pair of silver glasses over your eyes. You light a war banner and hold it. You wear gloves on your hands. You wear boots of silence on your feet. <87%hp 103%mn 47%mv> The sky gets very cloudy and a calmness begins here. <93%hp 100%mn 55%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide the Sorceress is here. <93%hp 100%mn 51%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. Adelaide the Sorceress is here. <93%hp 100%mn 48%mv> drop skirt Adelaide leaves west. You follow Adelaide. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] Adelaide the Sorceress is here. <93%hp 100%mn 47%mv> You do not have that item. <93%hp 100%mn 47%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] Adelaide the Sorceress is here. <93%hp 100%mn 46%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <93%hp 100%mn 45%mv> l self Adelaide leaves south. You follow Adelaide. Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Adelaide the Sorceress is here. <93%hp 100%mn 44%mv> He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few bruises. Zeptaru is using: (Glowing) a war banner ring of grace a silver ring vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <93%hp 100%mn 44%mv> scor Adelaide leaves south. You follow Adelaide. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide the Sorceress is here. <93%hp 100%mn 43%mv> e You are Zeptaru the Sharper. Level 9, 19 years old (36 hours). You are young. You joined Dark Mists 88 days, 23 hours, 11 minutes, and 59 seconds ago. Race: changeling Sex: male Class: thief You have 93% hit, 100% mana, 43% movement. You have 0 practices and 0 training sessions. You are carrying 34/41 items with weight 195/290 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 23908 exp, and have 6 gold and 516 silver coins. You need 2660 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are divinely armored against piercing. You are divinely armored against bashing. You are divinely armored against slashing. You are superbly armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Infravision Adelaide leaves south. You follow Adelaide. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of leather sandals sits in the corner. Adelaide the Sorceress is here. <93%hp 100%mn 42%mv> Adelaide leaves south. You follow Adelaide. Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide the Sorceress is here. <93%hp 100%mn 41%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] Adelaide the Sorceress is here. (Translucent) (Holy Aura) (Faint Aura) A short cloaked figure is here. <93%hp 100%mn 40%mv> A short cloaked figure leaves north. <93%hp 100%mn 40%mv> Adelaide leaves south. You follow Adelaide. Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] You see a white robe hanging here. Adelaide the Sorceress is here. <93%hp 100%mn 39%mv> inv You are carrying: mace ( 5) a bark-covered flagon ( 2) a silver ring ( 2) a purple cloak dagger a Big Ol'Pack Sack a bladder a hardened leather vest a small lantern A steel helm gloves some hardened leather gloves leggings <93%hp 100%mn 39%mv> dro Adelaide leaves north. You follow Adelaide. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] Adelaide the Sorceress is here. <93%hp 100%mn 38%mv> p helm You drop A steel helm. <93%hp 100%mn 38%mv> inv Adelaide leaves north. You follow Adelaide. Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide the Sorceress is here. <93%hp 100%mn 37%mv> You are carrying: mace ( 5) a bark-covered flagon ( 2) a silver ring ( 2) a purple cloak dagger a Big Ol'Pack Sack a bladder a hardened leather vest a small lantern gloves some hardened leather gloves leggings <93%hp 100%mn 37%mv> drop Adelaide leaves north. You follow Adelaide. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of leather sandals sits in the corner. Adelaide the Sorceress is here. (Companion) A blood hound is here, sniffing the ground for tracks. (Companion) A blood hound is here, sniffing the ground for tracks. Selvatarm the Green Death is here. <93%hp 100%mn 36%mv> gloves You drop gloves. <93%hp 100%mn 36%mv> Adelaide leaves north. You follow Adelaide. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide the Sorceress is here. <93%hp 100%mn 35%mv> drop g Adelaide leaves north. You follow Adelaide. Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Adelaide the Sorceress is here. <93%hp 100%mn 34%mv> loves You drop some hardened leather gloves. <93%hp 100%mn 34%mv> Adelaide leaves north. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <93%hp 100%mn 33%mv> inv Adelaide leaves north. You follow Adelaide. At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] Adelaide the Sorceress is here. <93%hp 100%mn 31%mv> You are carrying: mace ( 5) a bark-covered flagon ( 2) a silver ring ( 2) a purple cloak dagger a Big Ol'Pack Sack a bladder a hardened leather vest a small lantern leggings <93%hp 100%mn 31%mv> You look up and notice that it is no longer raining. <98%hp 100%mn 39%mv> Adelaide leaves north. You follow Adelaide. Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] Adelaide the Sorceress is here. <98%hp 100%mn 37%mv> Adelaide leaves down. You follow Adelaide. A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] Adelaide the Sorceress is here. <98%hp 100%mn 35%mv> drop ring You drop a silver ring. <98%hp 100%mn 35%mv> Adelaide leaves up. You follow Adelaide. Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] Adelaide the Sorceress is here. <98%hp 100%mn 33%mv> drop ring You drop a silver ring. <98%hp 100%mn 33%mv> inv You are carrying: mace ( 5) a bark-covered flagon ( 2) a purple cloak dagger a Big Ol'Pack Sack a bladder a hardened leather vest a small lantern leggings <98%hp 100%mn 33%mv> dro Adelaide lights a small torch and holds it. <98%hp 100%mn 33%mv> p mace Adelaide leaves down. You follow Adelaide. A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] A small ring of silver lies here. Adelaide the Sorceress is here. <98%hp 100%mn 31%mv> You drop mace. <98%hp 100%mn 31%mv> Adelaide leaves down. You follow Adelaide. A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] Adelaide the Sorceress is here. <98%hp 100%mn 28%mv> Adelaide leaves down. You follow Adelaide. Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] Adelaide the Sorceress is here. A cobalt-hued kobold crouches on the ground, muttering. <98%hp 100%mn 25%mv> inv You are carrying: ( 5) a bark-covered flagon ( 2) a purple cloak dagger a Big Ol'Pack Sack a bladder a hardened leather vest a small lantern leggings <98%hp 100%mn 25%mv> Adelaide's punch grazes The cobalt kobold. <98%hp 100%mn 25%mv> Adelaide's punch misses The cobalt kobold. Your slash hits The cobalt kobold. The cobalt kobold's claw misses Adelaide. The cobalt kobold has quite a few wounds. <98%hp 100%mn 25%mv> drop cl Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt MUTILATES The cobalt kobold! The cobalt kobold is screaming in pain. <98%hp 100%mn 25%mv> oak You drop a purple cloak. The cobalt kobold is screaming in pain. <98%hp 100%mn 25%mv> Your slash injures The cobalt kobold. Adelaide's punch misses The cobalt kobold. The cobalt kobold's claw misses Adelaide. The cobalt kobold is writhing in agony. <98%hp 100%mn 25%mv> Your slash injures The cobalt kobold. Adelaide's punch grazes The cobalt kobold. The cobalt kobold is DEAD!! You receive 67 experience points. You hear The cobalt kobold's death cry. <98%hp 100%mn 25%mv> wo You have 6 gold, 516 silver, and 23975 experience (2593 exp to level). <98%hp 100%mn 25%mv> inv You are carrying: ( 5) a bark-covered flagon dagger a Big Ol'Pack Sack a purple cloak a bladder a hardened leather vest a small lantern leggings <98%hp 100%mn 25%mv> drop cla oak You drop a purple cloak. <100%hp 100%mn 33%mv> Adelaide tells you, 'that is why we left, we only got 4 points' <100%hp 100%mn 33%mv> drop leggings You drop leggings. <100%hp 100%mn 33%mv> Adelaide tells you, 'i forgot why we left' <100%hp 100%mn 33%mv> wh [ Grif ] [Helper] Selvatarm the Green Death [ Grif ] [Helper] Eyrien the Cavalier [ 9 Chnge Thi] (PK) Zeptaru the Sharper [ G-Elf ] Jalaluddin El'Qadir the Hero of Magical Transference [ Human ] [Helper] Adelaide the Sorceress [ Human ] Starletto the Student of Speed, Chosen Disciple of Mastery [ Half ] Beazer the Sensei, Knight of the Asp [ Grif ] Qanga the Acolyte [ Gnome ] Vandorlas the Avatar of a Deity [ G-Elf ] Mikhale Belaern, Oracle of Faith [ D-Elf ] [Helper] Durayne the Sadist [ Half ] [Helper] Sebhokep Millstone the Zealous Priest of War, Arbiter of the Phoenix [ Half ] Barutis the Master of Shuto [ Ilthd ] Kjialik Vieli the Hero of the Dark [ Troll ] Tavorach Delmar the Knight Hero [51 Dwarf Cha] [Helper] [CONCLAVE] Glod Glodsson the Hero of Magical Transference, ArchWizard of Twilight [ Cen ] [Helper] Barius Bloodmane the Paladin Hero [60 Human IMP] [Helper] [CONCLAVE] Riallus WindGust, Lord of the Elements Players found: 18 <100%hp 100%mn 33%mv> reply Do Adelaide tells you, 'do you want to just go looking for students to kill? i dont know where to go' <100%hp 100%mn 33%mv> ye know where to k get a boat? You tell Adelaide, 'Do ye know where to get a boat?' <100%hp 100%mn 41%mv> Adelaide tells you, 'yes, in esthar' <100%hp 100%mn 41%mv> reply Take us Adelaide tells you, 'or whatever it is called' <100%hp 100%mn 41%mv> there You tell Adelaide, 'Take us there' <100%hp 100%mn 41%mv> Adelaide tells you, 'we can get a canoe in glyndane' <100%hp 100%mn 41%mv> reply Aye take us to get boats You tell Adelaide, 'Aye take us to get boats' <100%hp 100%mn 49%mv> Adelaide waits patiently. <100%hp 100%mn 49%mv> Adelaide tells you, 'aye' <100%hp 100%mn 49%mv> Adelaide leaves up. You follow Adelaide. A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] Adelaide the Sorceress is here. <100%hp 100%mn 46%mv> Adelaide leaves up. You follow Adelaide. A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] A light but deadly mace lies here. A small ring of silver lies here. Adelaide the Sorceress is here. <100%hp 100%mn 44%mv> Adelaide leaves up. You follow Adelaide. Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] A small ring of silver lies here. Adelaide the Sorceress is here. <100%hp 100%mn 42%mv> Adelaide leaves south. You follow Adelaide. At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] Adelaide the Sorceress is here. <100%hp 100%mn 40%mv> Adelaide leaves south. You follow Adelaide. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 38%mv> Adelaide leaves west. You follow Adelaide. Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Adelaide the Sorceress is here. <100%hp 100%mn 37%mv> Adelaide leaves west. You follow Adelaide. The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 36%mv> Adelaide leaves west. You follow Adelaide. City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] Adelaide the Sorceress is here. <100%hp 100%mn 35%mv> Adelaide leaves west. You follow Adelaide. Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east] A pile of silver coins. The corpse of Zeptaru is lying here. A natural spring flows from the ground here. Adelaide the Sorceress is here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 34%mv> An Ethsharian gateguard steps in front of Adelaide. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <100%hp 100%mn 34%mv> pa  Adelaide gives an Ethsharian gateguard some coins. An Ethsharian gateguard quickly pockets the silver pieces and nods. An Ethsharian gateguard opens the grand gate. An Ethsharian gateguard ushers Adelaide's party into Ethshar. Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north east south west] The grand gate closes. <100%hp 100%mn 34%mv> ^R giv Adelaide leaves west. You follow Adelaide. East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] Adelaide the Sorceress is here. <100%hp 100%mn 33%mv> e Adelaide leaves west. You follow Adelaide. East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Elemental Avenue from the north and the Road of Dark Magic from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar while to the west is the center of the city. [Exits: north east south west] Adelaide the Sorceress is here. A child runs about, waving a stick as though it were a knight's sword. <100%hp 100%mn 32%mv> ^R give     <100%hp 100%mn 32%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 40%mv> Someone has arrived. <100%hp 100%mn 40%mv> Someone leaves west. <100%hp 100%mn 40%mv> 1 4 You attempt to hide. <100%hp 100%mn 40%mv> You attempt to move silently. You begin sneaking. <100%hp 100%mn 40%mv> A child leaves south. <100%hp 100%mn 40%mv> Adelaide leaves west. You follow Adelaide. East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can eventually be reached, while to the west can be found the center of the city. [Exits: east west] Adelaide the Sorceress is here. A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 38%mv> Adelaide leaves west. You follow Adelaide. East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] Adelaide the Sorceress is here. <100%hp 100%mn 37%mv> Adelaide leaves south. You follow Adelaide. Circa Avenue The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian map shop is to the east while Eastern Circa Crossing is to the north and the Corner of Circa Avenue and South Market Street is to the south. To the west is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the eastern wall of the Ethshar Park. [Exits: north east south] Adelaide the Sorceress is here. <100%hp 100%mn 36%mv> Adelaide leaves south. You follow Adelaide. Corner of Circa and South Market The brick paved streets of Circa and South Market meet here. The two busy streets bustle with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks while the South Market Street is to the west and Circa Avenue heads to the north. [Exits: north west] Adelaide the Sorceress is here. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 35%mv> Adelaide leaves west. You follow Adelaide. South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] Adelaide the Sorceress is here. <100%hp 100%mn 34%mv> Adelaide leaves south. You follow Adelaide. General Goods This is a small simple store, made of sandstone colored marble. There are various items along the walls and in showcases to buy. The only exit is back to the street to the north. [Exits: north] Adelaide the Sorceress is here. Durwood straightens out his shelved stock. Durwood stops stocking shelves for a moment and looks at you. Durwood stops stocking shelves for a moment and looks at you. <100%hp 100%mn 33%mv> Adelaide leaves north. You follow Adelaide. South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] Adelaide the Sorceress is here. <100%hp 100%mn 32%mv> vis Adelaide leaves west. You follow Adelaide. South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble block. The Market Street continues east and west while the bridge is to the south. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] Adelaide the Sorceress is here. A carefree child skips and runs in the street. <100%hp 100%mn 31%mv> Someone yells, 'Argh, Barutis is attacking like a whirlwind!' You trample around loudly again. You step out of the shadows. <100%hp 100%mn 31%mv> list You cannot do that here. <100%hp 100%mn 31%mv> Adelaide leaves south. You follow Adelaide. Southern Road - Bridge Heavily worn bricks pave this street as it heads north and south. In the center of this part of the road is a large stone bridge that spans the Dark River. There is a large stone stairwell leading down to the River, allowing access to and from the River. To the south of the bridge is Professional Square while to the north can be the merchants district. [Exits: north south] A small book with a handwritten title reading, "Drunk Monk", lies here. Adelaide the Sorceress is here. A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 30%mv> list You cannot do that here. You look up and notice that it is no longer raining. <100%hp 100%mn 38%mv> Adelaide leaves south. You follow Adelaide. Southern Road - Professional Square You are in a large square busy with people moving all around. The square under you is made of large granite blocks. Merchants are going north to the inner city to sell their goods, while others are going east and west along the Professional Lane to their guilds. A few people are moving south along the Southern Road towards the Southern Gates to leave the city. [Exits: north east south west] A straw broom with a wooden handle lies here. a small note Adelaide the Sorceress is here. <100%hp 100%mn 37%mv> Adelaide drops sandals. <100%hp 100%mn 37%mv> inv Adelaide drops a hardened leather vest. You are carrying: ( 5) a bark-covered flagon dagger a Big Ol'Pack Sack a bladder a hardened leather vest a small lantern <100%hp 100%mn 37%mv> drop leather Adelaide gets straw broom. <100%hp 100%mn 37%mv> You drop a hardened leather vest. <100%hp 100%mn 37%mv> Adelaide gets a small note. <100%hp 100%mn 37%mv> put dagger sack You put dagger in a Big Ol'Pack Sack. <100%hp 100%mn 37%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: (Glowing) a war banner ring of grace a silver ring vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <100%hp 100%mn 37%mv> Adelaide gives you a small note. <100%hp 100%mn 45%mv> Adelaide leaves west. You follow Adelaide. Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The Temple of Stupid is to the south. Professional Lane continues to the west and Professional Square is to the east. [Exits: east south west] A small bag. Adelaide the Sorceress is here. A large cockroach scuttles across the ground. <100%hp 100%mn 44%mv> Adelaide gets a bag. <100%hp 100%mn 44%mv> Adelaide drops a bag. <100%hp 100%mn 44%mv> Adelaide leaves west. You follow Adelaide. Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The boat shop is to the south. Professional Lane continues to the east and west. [Exits: east south west] Adelaide the Sorceress is here. <100%hp 100%mn 43%mv> Adelaide leaves south. You follow Adelaide. Boat Shop A large shop made of sandy marble, the walls are covered in finished products such as rafts and boats. There is a workbench over on one wall where there are shavings of wood on the floor and various tools sprawn about near a newly designed boat. [Exits: north] Adelaide the Sorceress is here. Arongrad is here, sanding the raft. Arongrad smiles at you. Arongrad beams a smile at Adelaide. <100%hp 100%mn 42%mv> list [Lv Price Qty] Item [ 0 400 -- ] a raft [ 0 900 -- ] a canoe <100%hp 100%mn 42%mv> Adelaide nods. <100%hp 100%mn 42%mv> buy c Adelaide buys a raft. Arongrad recounts the money received and tucks it away. <100%hp 100%mn 42%mv> anoe You haggle with Arongrad. Arongrad tells you, 'Ah, thank you for your purchase! Please come back soon.' Arongrad recounts the money received and tucks it away. You buy a canoe for 600 silver. <100%hp 100%mn 42%mv> Adelaide leaves north. You follow Adelaide. Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The boat shop is to the south. Professional Lane continues to the east and west. [Exits: east south west] Adelaide the Sorceress is here. <100%hp 100%mn 48%mv> Adelaide tells you, 'to where?' <100%hp 100%mn 48%mv> gtell follow me now You tell the group 'follow me now' <100%hp 100%mn 48%mv> follow self You stop following Adelaide. <100%hp 100%mn 48%mv> Adelaide now follows you. <100%hp 100%mn 48%mv> group adelaide Adelaide joins your group. <100%hp 100%mn 48%mv> e Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The Temple of Stupid is to the south. Professional Lane continues to the west and Professional Square is to the east. [Exits: east south west] A small bag. A large cockroach scuttles across the ground. Adelaide has arrived. <100%hp 100%mn 47%mv> e Southern Road - Professional Square You are in a large square busy with people moving all around. The square under you is made of large granite blocks. Merchants are going north to the inner city to sell their goods, while others are going east and west along the Professional Lane to their guilds. A few people are moving south along the Southern Road towards the Southern Gates to leave the city. [Exits: north east south west] ( 2) A vest of hard leather lies here. A pair of leather sandals sits in the corner. Adelaide has arrived. <100%hp 100%mn 46%mv> s Southern Road The road is rather new looking and clean, paved with fine brick. The buildings around you are all made of clean, sturdy marble. The southern gates are to found to the south, and the Professional Square is to the north. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 45%mv> s Inner Southern Gates The wall stops here and has a large gap where some large swinging gates are held open to allow people to pass through. The path to the south leads to the outer gates and to the outside beyond. Wall Road continues to the east and west, and the inner city is to the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 44%mv> s e Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 43%mv> e Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 42%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 50%mv> e Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 49%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 48%mv> w Wall Road - South You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 47%mv> w Inner Southern Gates The wall stops here and has a large gap where some large swinging gates are held open to allow people to pass through. The path to the south leads to the outer gates and to the outside beyond. Wall Road continues to the east and west, and the inner city is to the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 46%mv> n Southern Road The road is rather new looking and clean, paved with fine brick. The buildings around you are all made of clean, sturdy marble. The southern gates are to found to the south, and the Professional Square is to the north. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 45%mv> n Southern Road - Professional Square You are in a large square busy with people moving all around. The square under you is made of large granite blocks. Merchants are going north to the inner city to sell their goods, while others are going east and west along the Professional Lane to their guilds. A few people are moving south along the Southern Road towards the Southern Gates to leave the city. [Exits: north east south west] ( 2) A vest of hard leather lies here. A pair of leather sandals sits in the corner. Adelaide has arrived. <100%hp 100%mn 44%mv> n Southern Road - Bridge Heavily worn bricks pave this street as it heads north and south. In the center of this part of the road is a large stone bridge that spans the Dark River. There is a large stone stairwell leading down to the River, allowing access to and from the River. To the south of the bridge is Professional Square while to the north can be the merchants district. [Exits: north south] A small book with a handwritten title reading, "Drunk Monk", lies here. A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. Adelaide has arrived. <100%hp 100%mn 43%mv> n South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble block. The Market Street continues east and west while the bridge is to the south. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] A carefree child skips and runs in the street. Adelaide has arrived. <100%hp 100%mn 42%mv> n Alas, you cannot go that way. <100%hp 100%mn 42%mv> e South Market Street The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian general store is to the south while the South Market Street continues on to the east and the Corner of Taraxipus Avenue and South Market Street is to the west. To the north is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the southern wall of the Ethshar Park. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 41%mv> e Corner of Circa and South Market The brick paved streets of Circa and South Market meet here. The two busy streets bustle with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks while the South Market Street is to the west and Circa Avenue heads to the north. [Exits: north west] A hefty woman patrols the streets of Ethshar, keeping the peace. Adelaide has arrived. <100%hp 100%mn 40%mv> n Circa Avenue The brick paved street is rather busy with people rushing to the various shops. The buildings around the street are tall and slender, made of black marble blocks. The Ethsharian map shop is to the east while Eastern Circa Crossing is to the north and the Corner of Circa Avenue and South Market Street is to the south. To the west is a fine white marble wall decorated with engravings of nature and beauty, obviously this is the eastern wall of the Ethshar Park. [Exits: north east south] Adelaide has arrived. <100%hp 100%mn 38%mv> n East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 37%mv> n w East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] A child giggles and plays in the street. Adelaide has arrived. <100%hp 100%mn 36%mv> w Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] A natural spring flows from the ground here. Barutis the Master of Shuto is here. Adelaide has arrived. <100%hp 100%mn 35%mv> Barutis lashes out with a deadly flurry of blows! <100%hp 100%mn 35%mv> s Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] A natural spring flows from the ground here. Adelaide has arrived. <100%hp 100%mn 34%mv> n Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] A natural spring flows from the ground here. Barutis the Master of Shuto is here. Adelaide has arrived. <100%hp 100%mn 32%mv> l a baru Barutis yawns. <100%hp 100%mn 32%mv> tis A small creature stands here, covered in tattoos all connecting around a central sphere a blue orb surrounded by a red aura. The small little creature is muscular and lean. His head is covered in short black hair, that connects to his facial hair which is clean and trimmed. Tattoos of dragons run along his forearms, the dragons head end on the back of his fists. His eye are dark blue, and rather narrow. The right side of his face is covered with a 2-3 inch scar from his ear to his chin. Along his forehead there is a tattoo of a crown that wraps around under his hair. Then in the back of his head the crown dissolves down to the blue sphere. There is a tattoo of a black iron dagger surrounded by a blue aura, it marks his rank in the steel clan. Barutis is in perfect condition. Barutis is using: (Glowing) a platinum signet ring Hate (Glowing) talisman of inner strength (Humming) A grey silken cloak a beautiful gown of white samite (Glowing) a plain abbott's cap a pair of silver glasses a green pair of forest leggings a pair of toe-spikes a pair of misty gloves the stitched flesh of a thousand creatures a poncho from the carcass of the Rock Toad (Glowing) Green Belt of the Praying Mantis a misty bracelet a misty bracelet You peek at the inventory: rusty iron key ( 8) a bottle of imported fine elvish wine a canoe a bag 130 gold coins, and 1906 silver coins. <100%hp 100%mn 40%mv> s Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] A natural spring flows from the ground here. (Charmed) A giant stands by awaiting his master's command. (Companion) A blood hound is here, sniffing the ground for tracks. (Companion) A blood hound is here, sniffing the ground for tracks. Adelaide has arrived. <100%hp 100%mn 38%mv> Selvatarm steps out from his cover. <100%hp 100%mn 38%mv> l slvatarm You do not see that here. <100%hp 100%mn 38%mv> s Alas, you cannot go that way. <100%hp 100%mn 38%mv> l Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] A natural spring flows from the ground here. Adelaide the Sorceress is here. <100%hp 100%mn 38%mv> n Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] A natural spring flows from the ground here. (Companion) A blood hound is here, sniffing the ground for tracks. (Companion) A blood hound is here, sniffing the ground for tracks. (Charmed) A giant stands by awaiting his master's command. Selvatarm the Green Death is here. Barutis the Master of Shuto is here. Adelaide has arrived. <100%hp 100%mn 37%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] A child giggles and plays in the street. Adelaide has arrived. <100%hp 100%mn 36%mv> e East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 35%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can eventually be reached, while to the west can be found the center of the city. [Exits: east west] A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. Adelaide has arrived. <100%hp 100%mn 34%mv> e East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Elemental Avenue from the north and the Road of Dark Magic from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar while to the west is the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 33%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 32%mv> e Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north south west] Adelaide has arrived. <100%hp 100%mn 31%mv> e The grand gate is closed. <100%hp 100%mn 31%mv> e The grand gate is closed. <100%hp 100%mn 31%mv> e The grand gate is closed. <100%hp 100%mn 31%mv> e The grand gate is closed. <100%hp 100%mn 31%mv> open e Ok. <100%hp 100%mn 31%mv> An angry crony brute has arrived. A crony brute has arrived. A growling crony brute has arrived. <100%hp 100%mn 31%mv> e Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east west] A pile of silver coins. The corpse of Zeptaru is lying here. A natural spring flows from the ground here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. Adelaide has arrived. <100%hp 100%mn 30%mv> e City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 28%mv> w Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east west] A pile of silver coins. The corpse of Zeptaru is lying here. A natural spring flows from the ground here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. Adelaide has arrived. <100%hp 100%mn 27%mv> sacrifice corpse The gods would not like that. <100%hp 100%mn 27%mv> A female of the Golden Fist Brigade yells, 'Defend the Family!!' Sebhokep yells, 'Help! I am being attacked by a female of the Golden Fist Brigade!' A female of the Golden Fist Brigade yells, 'Defend the Family!!' Sebhokep yells, 'Help! I am being attacked by a female of the Golden Fist Brigade!' <100%hp 100%mn 27%mv> e City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 26%mv> e The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 25%mv> e Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 24%mv> e Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 31%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 30%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 29%mv> e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. Adelaide has arrived. <100%hp 100%mn 28%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 25%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] A white skirt is here. Adelaide has arrived. <100%hp 100%mn 21%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 17%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 14%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 12%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] A white skirt is here. Adelaide has arrived. <100%hp 100%mn 7%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 3%mv> w Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. Adelaide has arrived. <100%hp 100%mn 1%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 0%mv> w You are too exhausted. <100%hp 100%mn 0%mv> gtell I can't move You tell the group 'I can't move' <100%hp 100%mn 0%mv> gtell i'm outta m           i must You no longer see in the dark. <100%hp 100%mn 7%mv> rest a min Adelaide sits down and rests. <100%hp 100%mn 7%mv> ute or two You tell the group 'i must rest a minute or two' <100%hp 100%mn 7%mv> sit You sit down. <100%hp 100%mn 7%mv> Adelaide tells you, 'rest' <100%hp 100%mn 7%mv> gtell i had to co             we have to go back to glyndane, i've lost my way. You tell the group 'we have to go back to glyndane, i've lost my way.' <100%hp 100%mn 7%mv> A crony brute has arrived. <100%hp 100%mn 7%mv> A crony brute leaves east. <100%hp 100%mn 7%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 15%mv> Adelaide stands up. <100%hp 100%mn 15%mv> 1 You attempt to hide. <100%hp 100%mn 15%mv> 4 Better stand up first. <100%hp 100%mn 15%mv> stand You stand up. <100%hp 100%mn 15%mv> w You step out of the shadows. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 14%mv> w Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 13%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Some gloves of hardened leather lie here. Adelaide has arrived. <100%hp 100%mn 12%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 11%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of soft grey gloves are barely visible. A pair of leather sandals sits in the corner. Adelaide has arrived. <100%hp 100%mn 10%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide has arrived. <100%hp 100%mn 9%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A shining steel helm rests here. Adelaide has arrived. <100%hp 100%mn 8%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] You see a white robe hanging here. (Holy Aura) Mikhale, Oracle of Faith is here. Adelaide has arrived. <100%hp 100%mn 7%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] (Holy Aura) Mikhale, Oracle of Faith is here. Adelaide has arrived. <100%hp 100%mn 6%mv> s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] You see here a pair of gloves. A pile of light cloth is here. A young clerical student devoutly practices cantrips. Adelaide has arrived. <100%hp 100%mn 5%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 4%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a pair of ankle-high soft leather boots. ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. You see a grey skirt here. A shining steel helm rests here. A young thief practices hiding and sneaking in the shadows. Adelaide has arrived. <100%hp 100%mn 3%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cloak of Nightwing has been left here. A pile of white cloth is on the ground here. Delicate links join at a silver setting which houses an opal. A hoop of silvery metal is here. A glinting hoop of silvery metal is here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. A young thief practices hiding and sneaking in the shadows. A cityguard looks you over, watching your moves carefully. Adelaide has arrived. <100%hp 100%mn 2%mv> An angry crony brute has arrived. A crony brute has arrived. <100%hp 100%mn 2%mv> A crony brute leaves north. An angry crony brute leaves north. <100%hp 100%mn 2%mv> gtell t let us rest here You tell the group 'let us rest here' Mikhale yells, 'Die, Sebhokep, you holy terror!' <100%hp 100%mn 2%mv> l mikhale You do not see that here. <100%hp 100%mn 10%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cloak of Nightwing has been left here. A pile of white cloth is on the ground here. Delicate links join at a silver setting which houses an opal. A hoop of silvery metal is here. A glinting hoop of silvery metal is here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. Adelaide the Sorceress is here. A young thief practices hiding and sneaking in the shadows. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 10%mv> 1 You attempt to hide. <100%hp 100%mn 10%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 10%mv> Adelaide drops a purple cloak. <100%hp 100%mn 10%mv> Adelaide drops a hardened leather vest. <100%hp 100%mn 10%mv> Adelaide drops leggings. <100%hp 100%mn 10%mv> take Adelaide gets an opal set in a silver bracelet. <100%hp 100%mn 10%mv> opal You step out of the shadows. I see no opal here. <100%hp 100%mn 10%mv> take links I see no links here. <100%hp 100%mn 10%mv> exam silver A small ring of silver lies here. <100%hp 100%mn 10%mv> take ring I see no ring here. <100%hp 100%mn 10%mv> take silver You get a glinting silver bracelet. <100%hp 100%mn 10%mv> wear silver Adelaide gets cloak of Nightwing. <100%hp 100%mn 10%mv> You stop using a pewter bracer. You wear a glinting silver bracelet around your left wrist. <100%hp 100%mn 10%mv> score You are Zeptaru the Sharper. Level 9, 19 years old (36 hours). You are young. You joined Dark Mists 88 days, 23 hours, 21 minutes, and 55 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 17% movement. You have 0 practices and 0 training sessions. You are carrying 26/41 items with weight 177/290 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 23975 exp, and have 5 gold and 16 silver coins. You need 2593 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are divinely armored against piercing. You are divinely armored against bashing. You are divinely armored against slashing. You are superbly armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 17%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A purple cloak of fine satin lies here. A pile of white cloth is on the ground here. A hoop of silvery metal is here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. Barutis the Master of Shuto is here. Adelaide the Sorceress is here. A young thief practices hiding and sneaking in the shadows. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 17%mv> drop pewter You drop a pewter bracer. <100%hp 100%mn 17%mv> talke hoop Huh? <100%hp 100%mn 17%mv> take h Adelaide gets a white cloak. <100%hp 100%mn 17%mv> oop I see no hoop here. <100%hp 100%mn 17%mv> exam silvery This bracelet appears to have been formed of white gold, a purer gold (according to the jewelers) than the more common yellow gold. It is surprisingly lightweight for something made of gold, and a small inscription on the inside almost evades your inspection. <100%hp 100%mn 17%mv> take silvery I see no silvery here. <100%hp 100%mn 17%mv> Adelaide drops a steel buckler. <100%hp 100%mn 17%mv> stake bracele t Huh? <100%hp 100%mn 17%mv> take Adelaide drops gloves. <100%hp 100%mn 17%mv> bracelet You get a white gold bracelet. <100%hp 100%mn 25%mv> wear bracelet You stop using a glinting silver bracelet. You wear a white gold bracelet around your left wrist. <100%hp 100%mn 25%mv> Adelaide stops using a silver ring. Adelaide wears a seashell ring on her left finger. <100%hp 100%mn 25%mv> remove p Barutis seems to glower and look deadly. <100%hp 100%mn 25%mv> ewter You stop using a pewter bracer. <100%hp 100%mn 25%mv> Barutis slowly spreads his hands and a look of deadly concentration clouds his eyes. <100%hp 100%mn 25%mv> wear  Barutis focuses on protecting himself from the taint of magic. <100%hp 100%mn 25%mv> ^R we   <100%hp 100%mn 25%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A delicate pair of white gloves lies here. A round shield lies here. A bracer of pewter lies here, gathering dust. A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A purple cloak of fine satin lies here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. Barutis the Master of Shuto is here. Adelaide the Sorceress is here. A young thief practices hiding and sneaking in the shadows. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 25%mv> Adelaide wears an opal set in a silver bracelet around her left wrist. <100%hp 100%mn 25%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A delicate pair of white gloves lies here. A round shield lies here. A bracer of pewter lies here, gathering dust. A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A purple cloak of fine satin lies here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. Barutis the Master of Shuto is here. Adelaide the Sorceress is here. A young thief practices hiding and sneaking in the shadows. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 25%mv> gtell the seashell ring lets you travel o nwa    n water wi Barutis looks at a young student of the art of intrigue and thievery. <100%hp 100%mn 33%mv> thout a boat Adelaide gives you cloak of Nightwing. Barutis looks at a young student of the art of intrigue and thievery. <100%hp 100%mn 33%mv> Barutis looks at a young student of the art of intrigue and thievery. You tell the group 'the seashell ring lets you travel on water without a boat' <100%hp 100%mn 33%mv> Selvatarm has arrived. A blood hound sniffs the ground for tracks. A blood hound looks perplexed. A blood hound sniffs the ground for tracks. A blood hound looks perplexed. <100%hp 100%mn 33%mv> Selvatarm leaves south. <100%hp 100%mn 33%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A delicate pair of white gloves lies here. A round shield lies here. A bracer of pewter lies here, gathering dust. A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A purple cloak of fine satin lies here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. Barutis the Master of Shuto is here. Adelaide the Sorceress is here. A young thief practices hiding and sneaking in the shadows. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 33%mv> The bloodhound has arrived. <100%hp 100%mn 33%mv> inv You are carrying: cloak of Nightwing a glinting silver bracelet a canoe a small note ( 5) a bark-covered flagon a pewter bracer a Big Ol'Pack Sack a bladder a small lantern <100%hp 100%mn 33%mv> Barutis looks at someone. <100%hp 100%mn 33%mv> l barutis A small creature stands here, covered in tattoos all connecting around a central sphere a blue orb surrounded by a red aura. The small little creature is muscular and lean. His head is covered in short black hair, that connects to his facial hair which is clean and trimmed. Tattoos of dragons run along his forearms, the dragons head end on the back of his fists. His eye are dark blue, and rather narrow. The right side of his face is covered with a 2-3 inch scar from his ear to his chin. Along his forehead there is a tattoo of a crown that wraps around under his hair. Then in the back of his head the crown dissolves down to the blue sphere. There is a tattoo of a black iron dagger surrounded by a blue aura, it marks his rank in the steel clan. Barutis is in perfect condition. Barutis is using: (Glowing) a platinum signet ring Hate (Glowing) talisman of inner strength (Humming) A grey silken cloak a beautiful gown of white samite (Glowing) a plain abbott's cap a pair of silver glasses a green pair of forest leggings a pair of toe-spikes a pair of misty gloves the stitched flesh of a thousand creatures a poncho from the carcass of the Rock Toad (Glowing) Green Belt of the Praying Mantis a misty bracelet a misty bracelet You peek at the inventory: rusty iron key ( 8) a bottle of imported fine elvish wine a canoe a bag <100%hp 100%mn 33%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 40%mv> g Adelaide tells you, 'who is arongrad? i keep talking to him when i reply to you' <100%hp 100%mn 40%mv> tell ok we go You tell the group 'ok we go' <100%hp 100%mn 40%mv> gtell Adelaide gets a warm loaf of bread from a bag. <100%hp 100%mn 40%mv> I don't know, Adelaide eats a warm loaf of bread. <100%hp 100%mn 40%mv> you can use gtell                  You tell the group 'I don't know, ' <100%hp 100%mn 40%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 39%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 38%mv> s Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 37%mv> s Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] A child runs here, laughing and playing. Adelaide has arrived. <100%hp 100%mn 36%mv> s Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A child plays here, pretending to be a thief. Adelaide has arrived. <100%hp 100%mn 35%mv> s Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide has arrived. <100%hp 100%mn 34%mv> s Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 33%mv> s Path through barren land To the north is the wall of Glyndane, and its gate, ever open to receive visitors. To the south the land is hard packed dirt with sand blowing over it, and few specimens of plant life. Way to the south is the desert known to all as the Sands of Sorrow. To the west is a rocky hill with a cave entrance leading into darkness. You see where the workmen who built the wall left bits of unusable stone and broken tools. [Exits: north south west] Adelaide has arrived. <100%hp 100%mn 38%mv> n Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 36%mv> n Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide has arrived. <100%hp 100%mn 35%mv> n Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A child plays here, pretending to be a thief. Adelaide has arrived. <100%hp 100%mn 34%mv> gtell fuc   I cannot remb ember how to get to the river You tell the group 'I cannot remember how to get to the river' <100%hp 100%mn 34%mv> n Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] A child runs here, laughing and playing. Adelaide has arrived. <100%hp 100%mn 33%mv> n Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 32%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 31%mv> n Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 30%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 29%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 28%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 27%mv> s Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 26%mv> s Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] A child runs here, laughing and playing. Adelaide has arrived. <100%hp 100%mn 25%mv> s Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A child plays here, pretending to be a thief. Adelaide has arrived. <100%hp 100%mn 24%mv> s Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] Adelaide has arrived. <100%hp 100%mn 23%mv> n Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A child plays here, pretending to be a thief. Adelaide has arrived. <100%hp 100%mn 30%mv> n Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] A child runs here, laughing and playing. Adelaide has arrived. <100%hp 100%mn 28%mv> n Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 27%mv> e w Summer Road You are on Summer Road, a narrow, grimy byway of cobblestones running east and west. To the south are docks by the river. You smell the distinctive smell of river water. To the north you see a building whose entrance does not face this road. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 26%mv> s On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend westward. [Exits: north south west] A large cockroach scuttles across the ground. Adelaide has arrived. <100%hp 100%mn 25%mv> s On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] A drunk is here, weaving as he walks. Adelaide has arrived. <100%hp 100%mn 24%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 24%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 23%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. [Exits: east west] A small red-tipped blackbird chirps and trills as he seeks a mate. Adelaide has arrived. <100%hp 100%mn 23%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] A sick-looking dog sniffs the ground, seeking food. Adelaide has arrived. <100%hp 100%mn 22%mv> w On the River The river flows from east to west. Here you see where it flows beneath the ramparts which surround the city. The banks are too steep to climb. The high protective wall to the south is also too steep to climb. A hole in the wall at the river's edge allows the river to flow under and down, somehow. Perhaps it is someone's attempt to bring water to the desert to the south? [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 22%mv> w Under the Ramparts You are on the Midgaard River as it flows under the western ramparts surrounding the city of Glyndane. Looking at the walls to the north and south, you marvel at how well-formed they are, to prevent anyone from using them to climb up and surprise any guards who might be patrolling above. [Exits: east west] A fish swims here in the river. A fish swims in the river here. A fish swims in the river here. Adelaide has arrived. <100%hp 100%mn 21%mv> kill fish You trample around loudly again. Your slash injures a bass. A bass has some small wounds. <100%hp 100%mn 21%mv> Your slash injures a bass. Adelaide's punch misses a bass. Adelaide's punch misses a bass. A bass's bite misses you. A bass has quite a few wounds. <100%hp 100%mn 21%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt GORES a bass! A bass is writhing in agony. <100%hp 100%mn 21%mv> Your slash wounds a bass. Adelaide's punch misses a bass. A bass's bite misses you. A bass is convulsing on the ground. <100%hp 100%mn 21%mv> Your slash injures a bass. A bass is DEAD!! You receive 95 experience points. You hear a bass's death cry. You get filet of bass from the corpse of a bass. You get 9 silver coins from the corpse of a bass. You split 9 silver coins. Your share is 5 silver. <100%hp 100%mn 21%mv> smile You smile happily. <100%hp 100%mn 21%mv> take filet I see no filet here. <100%hp 100%mn 21%mv> Adelaide frowns. <100%hp 100%mn 21%mv> gtell you can kk ill fish and eat them You tell the group 'you can kill fish and eat them' <100%hp 100%mn 29%mv> smile You smile happily. <100%hp 100%mn 29%mv> eat filet You eat filet of bass. You are full. <100%hp 100%mn 29%mv> w On the River The calmly flowing Midgaard River flows from a well-built arch in the wall to the east, toward the west. Northward you see small trees, and to the south, sand as far as the eye can see. [Exits: east west] A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 28%mv> w On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 28%mv> w Adelaide frowns. <100%hp 100%mn 28%mv> On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north are small trees. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: east west] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. A fish swims in the river here. A fish swims in the river. A fish swims in the river here. A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 27%mv> w On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. Adelaide has arrived. <100%hp 100%mn 27%mv> w On the River Rapids Beneath you, the white water rapids through the rubble continue to take you swiftly along. The river twists and turns around huge boulders which once were part of the wall around the old city of Midgaard. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 26%mv> s On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] Adelaide has arrived. <100%hp 100%mn 26%mv> w On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river here. A fish swims in the river here. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. Adelaide has arrived. <100%hp 100%mn 25%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] A fish swims here in the river. Adelaide has arrived. <100%hp 100%mn 25%mv> w On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] Adelaide has arrived. <100%hp 100%mn 24%mv> w On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west up down] A fish swims here in the river. A fish swims in the river. A fish swims in the river. A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. Adelaide has arrived. <100%hp 100%mn 24%mv> w On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] Adelaide has arrived. <100%hp 100%mn 23%mv> w Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. [Exits: east west up down] A fish swims here in the river. A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. Adelaide has arrived. <100%hp 100%mn 23%mv> gtell now wea  areu  under the bridge in Ethshar You tell the group 'now we are under the bridge in Ethshar' <100%hp 100%mn 31%mv> u Wall Road - Bridge The wall stops for the river that passes through Ethshar, and a bridge connectes the wall road together. The bridge slopes down at a point with a walkoff so you can go down into the river but you can not because of a rusted iron wrought gate blocking your access. The wall road continues north and south. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 30%mv> d d The iron wrought gate is closed. <100%hp 100%mn 30%mv> open d It is locked. <100%hp 100%mn 30%mv> Adelaide tells you, 'lets find bigger stuff to kill now' <100%hp 100%mn 30%mv> gtell Damn! You tell the group 'Damn!' <100%hp 100%mn 30%mv> opn en d It is locked. <100%hp 100%mn 30%mv> gtell try           occ  oc adelaide try to unlock down [OOC] to Adelaide: try to unlock down <100%hp 100%mn 30%mv> Adelaide tells you, 'what?' <100%hp 100%mn 30%mv> open d It is locked. <100%hp 100%mn 37%mv> unlock d You lack the key. <100%hp 100%mn 37%mv> gtell I lack the ke Adelaide leaves north. <100%hp 100%mn 37%mv> y You tell the group 'I lack the key' <100%hp 100%mn 37%mv> Adelaide has arrived. <100%hp 100%mn 37%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 36%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 35%mv> n Inner Western Gate The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Western Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the west, the Outer Western Gates are easily seen and the forest beyond that. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 34%mv> Adelaide tells you, 'me too' <100%hp 100%mn 34%mv> n Wall Road - West You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 33%mv> s The sun slowly disappears in the west. Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. <100%hp 100%mn 41%mv> Inner Western Gate The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Western Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the west, the Outer Western Gates are easily seen and the forest beyond that. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 40%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 39%mv> e West Main Street - Square of Blades You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Park Avenue from the north and Assassin's Row from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 38%mv> w West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 37%mv> w Inner Western Gate The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Western Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the west, the Outer Western Gates are easily seen and the forest beyond that. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 36%mv> w Outer Western Gate The grand gates of the Syndicate City of New Ethshar are here to the east. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the west is a path through the forest. To the east is the city. [Exits: east west] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. Adelaide has arrived. <100%hp 100%mn 35%mv> w The edge of the forest You are standing at the eastern edge of a big forest. To the east is the West Gate of Ethshar and to the west is a narrow trail, leading in through the forest. A dimly lit path leads north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 34%mv> w A trail through the light forest You are on a trail leading through the forest. To the east is the forest edge and to the west, the trail leads further into the forest. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 32%mv> e The edge of the forest You are standing at the eastern edge of a big forest. To the east is the West Gate of Ethshar and to the west is a narrow trail, leading in through the forest. A dimly lit path leads north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 31%mv> e Outer Western Gate The grand gates of the Syndicate City of New Ethshar are here to the east. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the west is a path through the forest. To the east is the city. [Exits: east west] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. Adelaide has arrived. <100%hp 100%mn 30%mv> give 2 silver guard You give an Ethsharian gateguard 2 silver. An Ethsharian gateguard quickly pockets the silver pieces and nods. An Ethsharian gateguard ushers your party into Ethshar. Inner Western Gate The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Western Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the west, the Outer Western Gates are easily seen and the forest beyond that. [Exits: north east south west] Adelaide the Sorceress is here. The grand gate closes. <100%hp 100%mn 30%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 28%mv> e West Main Street - Square of Blades You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Park Avenue from the north and Assassin's Row from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 27%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can eventually be reached, while to the east can be found the center of the city. [Exits: east west] A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. Adelaide has arrived. <100%hp 100%mn 26%mv> e West Main Street - Western Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is the Western Circa Crossing, a few vendors have set up shop on the corner, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far west the Western Gate of Ethshar can barely be seen and to the east lies the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 25%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far west the street eventually makes its way to the Western Gate, while to the east the Market Square bustles with life. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 24%mv> e Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] A natural spring flows from the ground here. Adelaide has arrived. <100%hp 100%mn 23%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] A child giggles and plays in the street. Adelaide has arrived. <100%hp 100%mn 22%mv> e East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 21%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can eventually be reached, while to the west can be found the center of the city. [Exits: east west] A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. Adelaide has arrived. <100%hp 100%mn 20%mv> e East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Elemental Avenue from the north and the Road of Dark Magic from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar while to the west is the center of the city. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 19%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 18%mv> e Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 17%mv> e Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east west] A natural spring flows from the ground here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. Adelaide has arrived. <100%hp 100%mn 16%mv> e City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 15%mv> e The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 14%mv> e Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 13%mv> e Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 20%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 18%mv> w Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 17%mv> w Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 16%mv> e Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 15%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 14%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 13%mv> e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. Adelaide has arrived. <100%hp 100%mn 12%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 10%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] A white skirt is here. Adelaide has arrived. <100%hp 100%mn 5%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 1%mv> e You are too exhausted. <100%hp 100%mn 1%mv> gtell Damn    I am sorry You tell the group 'I am sorry' <100%hp 100%mn 1%mv> gtell I must rest You tell the group 'I must rest' <100%hp 100%mn 1%mv> sleep Adelaide sits down and rests. <100%hp 100%mn 1%mv> You go to sleep. <100%hp 100%mn 1%mv> You are thirsty. <100%hp 100%mn 43%mv> wake You wake and stand up. <100%hp 100%mn 43%mv> drink bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 51%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] A white skirt is here. <100%hp 100%mn 47%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 43%mv> w Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <100%hp 100%mn 40%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 39%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 38%mv> w Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 37%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] Some gloves of hardened leather lie here. <100%hp 100%mn 36%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 35%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A pair of soft grey gloves are barely visible. A pair of leather sandals sits in the corner. <100%hp 100%mn 34%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 33%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A shining steel helm rests here. <100%hp 100%mn 32%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] You see a white robe hanging here. <100%hp 100%mn 31%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 30%mv> w Winter Road You are on Winter Road, a narrow byway of dirt-encrusted cobblestones running east and west. From the north you hear the sound of people raising their voices. The one clear voice that you hear above all others is saying, "I assure you, we will not raise the taxes!" Now you know why the stronger cityguards left the city and the weaker ones are doing their jobs. You get what you pay for. [Exits: north east west] A cartographer stands here, scribbling intently on a map. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Zeptaru.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'If you need directions to Ethshar, Ofcol, the kobold tunnels, or the training grounds...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 28%mv> e Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 27%mv> s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] You see here a pair of gloves. A pile of light cloth is here. A smiling merchant wanders along the streets. <100%hp 100%mn 26%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 25%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] You see a pair of ankle-high soft leather boots. ( 3) Some gloves of hardened leather lie here. A delicate pair of white gloves lies here. A pile of white cloth lies here unattended. You see a grey skirt here. A shining steel helm rests here. <100%hp 100%mn 24%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A purple cloak of fine satin lies here. A pair of heavy black boots lies on the ground. An iron helmet lies on the ground. A delicate pair of white gloves lies here. A round shield lies here. A bracer of pewter lies here, gathering dust. A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. (Companion) A blood hound is here, sniffing the ground for tracks. (Companion) A blood hound is here, sniffing the ground for tracks. (Charmed) A giant stands by awaiting his master's command. Selvatarm the Green Death is here. (Charmed) A loyal bloodhound is here, wagging its tail and pulling at the leash. Shouzo the Uraken is here. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 23%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] <100%hp 100%mn 22%mv> Adelaide tells you, 'where did you go?' <100%hp 100%mn 22%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <100%hp 100%mn 29%mv> reply I am sorry i thought you were following You tell Adelaide, 'I am sorry i thought you were following' <100%hp 100%mn 29%mv> reply Market Square Glyndane You tell Adelaide, 'Market Square Glyndane' <100%hp 100%mn 29%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] <100%hp 100%mn 28%mv> n Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A purple cloak of fine satin lies here. A pair of heavy black boots lies on the ground. An iron helmet lies on the ground. A delicate pair of white gloves lies here. A round shield lies here. A bracer of pewter lies here, gathering dust. A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. (Companion) A blood hound is here, sniffing the ground for tracks. (Companion) A blood hound is here, sniffing the ground for tracks. (Charmed) A giant stands by awaiting his master's command. Selvatarm the Green Death is here. (Charmed) A loyal bloodhound is here, wagging its tail and pulling at the leash. Shouzo the Uraken is here. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 27%mv> reply Go ea   wes    west two You tell Adelaide, 'Go west two' <100%hp 100%mn 27%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 35%mv> Shouzo utters the words, 'aculaictha aazag'. <100%hp 100%mn 35%mv> l shouzo Looking at his appearence he's not much of fighter, he seem to be a short and stocky elf who looks very weak, he may weight about 120 pounds and maybe about 5 feet tall, he does have short but thick legs with muscles. He has pointy ears that makes him look alike a donkey, and a belly that makes him look alike lazy pig. But you wonder what it is about him that makes you uncomforable near him, maybe the way he stares you down with his sharp and evil looking eyes that makes you aware and fear around him. Shouzo has a few scratches. Shouzo is using: (Glowing) gem-studded ring (Glowing) gem-studded ring (Glowing) silver amulet (Glowing) silver amulet standard issue platemail a leather cap made from the skin of A heat elemental a jewel-encrusted earring some leggings made from the skin of A combustion elemental heavy black boots a pair of red sleeves a heavy iron shield (Glowing) an obsidian-laced cape a belt of steel links A thin iron bracer A thin iron bracer a steel imperial sword You peek at the inventory: a Big Ol'Pack Sack Adelaide has arrived. <100%hp 100%mn 35%mv> Shouzo lets off a real rip-roarer ... What a stink! <100%hp 100%mn 35%mv> Selvatarm leaves south. A blood hound leaves south. A blood hound leaves south. <100%hp 100%mn 35%mv> group ade  dlaide They are not here. <100%hp 100%mn 35%mv> group adelaide You remove Adelaide from your group. <100%hp 100%mn 35%mv> group adelaide Adelaide joins your group. <100%hp 100%mn 35%mv> beckon adelaide You beckon for Adelaide to follow! <100%hp 100%mn 35%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 42%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 41%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 40%mv> n Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 38%mv> e Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] A small bird trills happily as you pass by. Adelaide has arrived. <100%hp 100%mn 37%mv> quit Adelaide has left the realm. Adelaide stops following you. <100%hp 100%mn 37%mv> Alas, all good things must come to an end. Connection closed by foreign host. $ ss  telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Zeptaru Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 29 August 2007: XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] You have no unread notes. <100%hp 100%mn 38%mv> who [ 9 Chnge Thi] (PK) Zeptaru the Sharper [ Chnge ] Zewskor the Evil Fighter [ Chnge ] [JUSTICAR] Kalzakath the Master of Disguise [ Dwarf ] Lorgin Graknorr, Gangrenous Hand of Affliction, Taskmaster of the Ancients [ Grif ] [Helper] Selvatarm the Green Death [ Grif ] [Helper] Eyrien the Knight [ G-Elf ] [Helper] Diomugley Stobbleyfarb the Hero of Magical Transference, Keeper of Diplomacy of Golden Leaf Society [ Half ] Beazer the Sensei, Knight of the Asp [ Gnome ] Vandorlas the Avatar of a God [ D-Elf ] [Helper] Durayne the Malignant [ Half ] [Helper] Sebhokep Millstone the Zealous Priest of War, Arbiter of the Phoenix [ Half ] Barutis the Master of Shuto [ Troll ] Tavorach Delmar the Knight Hero [ Cen ] [Helper] Barius Bloodmane the Paladin Hero [60 Human IMP] [Helper] [CONCLAVE] Riallus WindGust, Lord of the Elements Players found: 15 <100%hp 100%mn 46%mv> n Alas, you cannot go that way. <100%hp 100%mn 46%mv> l Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] <100%hp 100%mn 46%mv> w Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <100%hp 100%mn 45%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A small bird trills happily as you pass by. <100%hp 100%mn 44%mv> 1 You attempt to hide. <100%hp 100%mn 44%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 44%mv> n Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A purple cloak of fine satin lies here. A pair of heavy black boots lies on the ground. An iron helmet lies on the ground. A delicate pair of white gloves lies here. A round shield lies here. A bracer of pewter lies here, gathering dust. A pair of white leggings is laid out, ready for wearing. A vest of hard leather lies here. A pile of unwrinkled white cloth is on the ground here. A pile of grey cloth has been left here. A pile of black cloth is on the ground here. A natural spring flows from the ground here. A young student of the arts of war practices sword fighting forms. A cityguard looks you over, watching your moves carefully. <100%hp 100%mn 43%mv> inv You are carrying: cloak of Nightwing a glinting silver bracelet a canoe a small note ( 5) a bark-covered flagon a pewter bracer a Big Ol'Pack Sack a bladder a small lantern <100%hp 100%mn 43%mv> weark cloak Huh? <100%hp 100%mn 43%mv> wear cloak You step out of the shadows. You wear cloak of Nightwing around your neck. <100%hp 100%mn 43%mv> Someone leaves north. <100%hp 100%mn 43%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: (Glowing) a war banner ring of grace a silver ring cloak of Nightwing vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet dagger <100%hp 100%mn 51%mv> Adelaide has arrived. <100%hp 100%mn 51%mv> sc You are Zeptaru the Sharper. Level 9, 19 years old (36 hours). You are young. You joined Dark Mists 88 days, 23 hours, 45 minutes, and 12 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 51% movement. You have 0 practices and 0 training sessions. You are carrying 27/41 items with weight 177/290 pounds. Str: 17(??) Int: 20(??) Wis: 21(??) Dex: 21(??) Con: 15(??) You have scored 24070 exp, and have 5 gold and 19 silver coins. You need 2498 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are divinely armored against piercing. You are divinely armored against bashing. You are divinely armored against slashing. You are superbly armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 51%mv> Adelaide gets heavy black boots. <100%hp 100%mn 51%mv> say Hail Adelaide gets a black robe. <100%hp 100%mn 51%mv> You say, 'Hail' <100%hp 100%mn 51%mv> beckon adelaide You beckon for Adelaide to follow! <100%hp 100%mn 51%mv> Adelaide gives you a black robe. <100%hp 100%mn 51%mv> wear robe You stop using a purple cloak. You wear a black robe about your body. You are zapped by a black robe and drop it. <100%hp 100%mn 56%mv> Young student of the arts of war leaves east. <100%hp 100%mn 64%mv> wear purpl Adelaide now follows you. <100%hp 100%mn 64%mv> e You wear a purple cloak about your body. <100%hp 100%mn 59%mv> grouu p adelaide Adelaide joins your group. <100%hp 100%mn 59%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A small bird trills happily as you pass by. Adelaide has arrived. <100%hp 100%mn 58%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 57%mv> 1 You attempt to hide. <100%hp 100%mn 57%mv> 4 You attempt to move silently. <100%hp 100%mn 57%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 56%mv> Adelaide wears heavy black boots on her feet. <100%hp 100%mn 56%mv> s Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. Adelaide has arrived. <100%hp 100%mn 55%mv> w Adelaide stops using heavy black boots. Adelaide wears the wind boots on her feet. Summer Road You are on Summer Road, a narrow, grimy byway of cobblestones running east and west. To the south are docks by the river. You smell the distinctive smell of river water. To the north you see a building whose entrance does not face this road. [Exits: east south west] A small red-tipped blackbird chirps and trills as he seeks a mate. Adelaide has arrived. <100%hp 100%mn 54%mv> s On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend westward. [Exits: north south west] A large cockroach scuttles across the ground. Adelaide has arrived. <100%hp 100%mn 53%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 61%mv> Adelaide drops heavy black boots. <100%hp 100%mn 61%mv> s You step out of the shadows. On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] A child runs here, laughing and playing. Adelaide has arrived. <100%hp 100%mn 60%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 59%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 58%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. [Exits: east west] A sick-looking dog sniffs the ground, seeking food. Adelaide has arrived. <100%hp 100%mn 58%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 57%mv> w On the River The river flows from east to west. Here you see where it flows beneath the ramparts which surround the city. The banks are too steep to climb. The high protective wall to the south is also too steep to climb. A hole in the wall at the river's edge allows the river to flow under and down, somehow. Perhaps it is someone's attempt to bring water to the desert to the south? [Exits: east south west] A small red-tipped blackbird chirps and trills as he seeks a mate. Adelaide has arrived. <100%hp 100%mn 57%mv> w Under the Ramparts You are on the Midgaard River as it flows under the western ramparts surrounding the city of Glyndane. Looking at the walls to the north and south, you marvel at how well-formed they are, to prevent anyone from using them to climb up and surprise any guards who might be patrolling above. [Exits: east west] A fish swims in the river here. A fish swims in the river. A fish swims in the river here. Adelaide has arrived. <100%hp 100%mn 56%mv> w On the River The calmly flowing Midgaard River flows from a well-built arch in the wall to the east, toward the west. Northward you see small trees, and to the south, sand as far as the eye can see. [Exits: east west] A fish swims in the river here. A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 56%mv> w On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A fish swims in the river here. A fish swims in the river here. Adelaide has arrived. <100%hp 100%mn 55%mv> w On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north are small trees. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: east west] A fish swims in the river here. A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 55%mv> w On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river. A fish swims in the river here. A fish swims in the river. A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 54%mv> w On the River Rapids Beneath you, the white water rapids through the rubble continue to take you swiftly along. The river twists and turns around huge boulders which once were part of the wall around the old city of Midgaard. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 54%mv> s On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] A fish swims in the river here. A fish swims in the river here. Adelaide has arrived. <100%hp 100%mn 53%mv> w On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river here. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. Adelaide has arrived. <100%hp 100%mn 53%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] A fish swims here in the river. Adelaide has arrived. <100%hp 100%mn 52%mv> e On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river here. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. Adelaide has arrived. <100%hp 100%mn 52%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] A fish swims here in the river. Adelaide has arrived. <100%hp 100%mn 51%mv> w On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] Adelaide has arrived. <100%hp 100%mn 51%mv> w On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west up down] A fish swims in the river. A fish swims in the river. A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. Adelaide has arrived. <100%hp 100%mn 50%mv> A trout leaves west. <100%hp 100%mn 50%mv> w On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] A fish swims in the river. A fish swims in the river. Adelaide has arrived. <100%hp 100%mn 50%mv> w Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. [Exits: east west up down] A fish swims here in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. Adelaide has arrived. <100%hp 100%mn 49%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 57%mv> w On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A fish swims here in the river. A fish swims here in the river. A fish swims here in the river. Adelaide has arrived. <100%hp 100%mn 56%mv> w On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A fish swims here in the river. Adelaide has arrived. <100%hp 100%mn 56%mv> w On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] Adelaide has arrived. <100%hp 100%mn 55%mv> w The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims here in the river. Adelaide has arrived. <100%hp 100%mn 55%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 54%mv> w On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 54%mv> w On the Dark River You are on the Dark River... to the south you see a mist rising over the river, but here you can see the river itself and the surrounding area. You smell salt water in the air. Looking north you see trees. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 53%mv> w s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] Adelaide has arrived. <100%hp 100%mn 53%mv> s Near the Southern Sea The mists clear as the river takes you closer to where the salty odor in the air is stronger... The river broadens here. Looking south, you see the water expand to fill the horizon. You hear the faint sound of waves lapping against the shore. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 52%mv> s On the Delta leading to the Southern Sea The waters change colors, part murky to the north, part clear blue to the south. The sound of waves lapping against the sandy shore is clearer. You can see the beaches to the west and east. To the south, the Southern Sea extends out... it seems like forever. Looking east, you see in the distance an ivory tower rising into the sky. [Exits: north east south] Adelaide has arrived. <100%hp 100%mn 52%mv> e Shallow waters of the Southern Sea The clear blue waters of the sea allow you to see the floor below, sand and shell, fish swimming in small schools, a hermit crab or two scuttling about. To the east is the beach where the waves are lapping. To the west is deeper water of the Southern Sea. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 50%mv> w On the Delta leading to the Southern Sea The waters change colors, part murky to the north, part clear blue to the south. The sound of waves lapping against the sandy shore is clearer. You can see the beaches to the west and east. To the south, the Southern Sea extends out... it seems like forever. Looking east, you see in the distance an ivory tower rising into the sky. [Exits: north east south] Adelaide has arrived. <100%hp 100%mn 48%mv> n Near the Southern Sea The mists clear as the river takes you closer to where the salty odor in the air is stronger... The river broadens here. Looking south, you see the water expand to fill the horizon. You hear the faint sound of waves lapping against the shore. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 48%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] Adelaide has arrived. <100%hp 100%mn 47%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 47%mv> s Alas, you cannot go that way. <100%hp 100%mn 47%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 46%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] Adelaide has arrived. The day has begun. Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. <100%hp 100%mn 54%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 53%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 53%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 52%mv> n On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick trendils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and the actual river flows south of here. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 51%mv> e On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick trendils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 50%mv> e On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick trendils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads west, while the actual river lies to the south. North of here you can hear the sounds of bells and mutted voices. [Exits: north west] Adelaide has arrived. <100%hp 100%mn 49%mv> n On a muddy path Thick mist covers the muddy pathway here. The path seems clear and there is little vegetation growing on or around it, yet there are also no signs of recent passage by other people. To the south the sounds of a river can be heard, while north of here there seems to be a large clearing with tents and stalls. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 48%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 48%mv> 4 You attempt to move silently. <100%hp 100%mn 48%mv> n Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 47%mv> s On a muddy path Thick mist covers the muddy pathway here. The path seems clear and there is little vegetation growing on or around it, yet there are also no signs of recent passage by other people. To the south the sounds of a river can be heard, while north of here there seems to be a large clearing with tents and stalls. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 46%mv> n Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 45%mv> e SE corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 44%mv> sa a can e You peer intently east. === 1 east === <100%hp 100%mn 52%mv> e Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north south west] Adelaide has arrived. <100%hp 100%mn 51%mv> w SE corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 50%mv> w Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 48%mv> w SW corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 47%mv> w Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 46%mv> e SW corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 45%mv> n Western side of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south] Adelaide has arrived. <100%hp 100%mn 44%mv> n Western side of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 43%mv> n NW corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 42%mv> e Northern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 41%mv> n A cleared pathway You stand on a pathway that has been cleared though the woods north of the carnival area. North of here you can see a huge tent of some kind nestled within the woodlands. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 40%mv> s Northern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 39%mv> s Beneath a Billowing Calliope You stand beneath a huge canopy housing a strange contraption of metal and wood. It looks like some kind of merry-go-round, but instead of wooden horses to ride it has torn and desicated bodies piled up on poles, with bone carved seats set on their backs. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 38%mv> s Central main Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 37%mv> s Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 36%mv> s On a muddy path Thick mist covers the muddy pathway here. The path seems clear and there is little vegetation growing on or around it, yet there are also no signs of recent passage by other people. To the south the sounds of a river can be heard, while north of here there seems to be a large clearing with tents and stalls. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 35%mv> s On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick trendils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads west, while the actual river lies to the south. North of here you can hear the sounds of bells and mutted voices. [Exits: north west] Adelaide has arrived. <100%hp 100%mn 42%mv> w On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick trendils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 41%mv> w On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick trendils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and the actual river flows south of here. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 40%mv> w Alas, you cannot go that way. <100%hp 100%mn 40%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] Adelaide has arrived. <100%hp 100%mn 38%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of frogs croaking reach your ears from the north. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 38%mv> s Small Landing A small landing lies nearly concealed by the mists on the nearby bank. Elven longboats and large centaurian flatboats tied to the landing knock softly against the wooden planks as small waves lap their sides. A fresh trail leading back into the forest begins here. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 37%mv> s Newly Beaten Path The mist here is nearly as thick as that of the nearby river. The dark forest on each side of the slender path fights to reclaim the barren soil marred with deep hoof prints. The soft murmurs of the Misty River waft in from the north. [Exits: north west] Adelaide has arrived. The sun rises in the east. The thunderclap from the storm seems to cease. <100%hp 100%mn 43%mv> w Newly Beaten Path The mist here is nearly as thick as that of the nearby river. The dark forest on each side of the slender path fights to reclaim the barren soil marred with deep hoof prints. Cheerful voices coming from the south are just barely audible through the dense foliage. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 41%mv> Adelaide gets a warm loaf of bread from a bag. <100%hp 100%mn 41%mv> s Newly Beaten Path The mist here is nearly as thick as that of the nearby river. The dark forest on each side of the slender path fights to reclaim the barren soil marred with deep hoof prints. The cheerful voices are much clearer now. A break in the trees reveals a tall wooden gate just to the south. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 39%mv> Adelaide eats a warm loaf of bread. <100%hp 100%mn 39%mv> s Wooden Gate The path widens here to accommodate the width of the wooden gate. It looks plain enough, save for the etching of a centaur hoof print inside of a broad leaf. A wrinkled scroll is posted upon the gate with the word 'NOTICE' printed loudly on it. [Exits: north] Adelaide has arrived. <100%hp 100%mn 37%mv> Adelaide drinks water from a bladder. <100%hp 100%mn 37%mv> l sign Written upon the wrinkled scroll is: NOTICE: We do not welcome those who taint their souls with the magics. All those who walk the path of light are welcome here. We offer no refuge for those in flight of the law. - Village Council <100%hp 100%mn 37%mv> l Wooden Gate The path widens here to accommodate the width of the wooden gate. It looks plain enough, save for the etching of a centaur hoof print inside of a broad leaf. A wrinkled scroll is posted upon the gate with the word 'NOTICE' printed loudly on it. [Exits: north] Adelaide the Sorceress is here. <100%hp 100%mn 37%mv> n Newly Beaten Path The mist here is nearly as thick as that of the nearby river. The dark forest on each side of the slender path fights to reclaim the barren soil marred with deep hoof prints. The cheerful voices are much clearer now. A break in the trees reveals a tall wooden gate just to the south. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 36%mv> n Newly Beaten Path The mist here is nearly as thick as that of the nearby river. The dark forest on each side of the slender path fights to reclaim the barren soil marred with deep hoof prints. Cheerful voices coming from the south are just barely audible through the dense foliage. [Exits: east south] Adelaide has arrived. <100%hp 100%mn 34%mv> e Newly Beaten Path The mist here is nearly as thick as that of the nearby river. The dark forest on each side of the slender path fights to reclaim the barren soil marred with deep hoof prints. The soft murmurs of the Misty River waft in from the north. [Exits: north west] Adelaide has arrived. <100%hp 100%mn 32%mv> n Small Landing A small landing lies nearly concealed by the mists on the nearby bank. Elven longboats and large centaurian flatboats tied to the landing knock softly against the wooden planks as small waves lap their sides. A fresh trail leading back into the forest begins here. [Exits: north south] Adelaide has arrived. <100%hp 100%mn 38%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of frogs croaking reach your ears from the north. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 37%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of little splashes reaches your ears. [Exits: north east] Adelaide has arrived. <100%hp 100%mn 36%mv> w n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear voices from the north, but you cannot make out if they are angry or just discussing something. [Exits: south west] Adelaide has arrived. <100%hp 100%mn 36%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 35%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear little splashes in the water around you. [Exits: north east] Adelaide has arrived. <100%hp 100%mn 35%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear faint singing from the west. [Exits: south west] Adelaide has arrived. <100%hp 100%mn 34%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. From the west come the words and an off key melody: a rousing beer drinking song. [Exits: north east] Adelaide has arrived. <100%hp 100%mn 34%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: south west] Adelaide has arrived. <100%hp 100%mn 33%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. From the south come the words and off-key melody of a rousing beer-drinking song. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 33%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. Looking up, you see darkness: a bridge crosses the river here. From the southeast you hear the strains of a rousing beer-drinking song. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 32%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: north east south] Adelaide has arrived. <100%hp 100%mn 32%mv> n On the dock A boat dock here allows people to take to the Misty River, from which they may reach the Dragon Sea if they sail west. The mist from the river climbs up the dock and causes your vision to cloud. To the east is a road, and to the north a building from which you hear the sound of hammering. You notice some bright red graffiti has been scrawled on the boards of the dock. [Exits: north east south] A skunk is here, but then, you smelled it already. Adelaide has arrived. <100%hp 100%mn 31%mv> The thunderclap from the storm seems to cease. You no longer feel stealthy. <100%hp 100%mn 38%mv> n Boatwright The sound of hammering pounds against your eardrums as you enter the shop of the boatwright. Boats in various states of repair, disrepair, and construc- tion line the walls. To the south is a quick exit to the dock and the Misty River. Near that exit the fog attempts to permeate the building. On the wall behind the small counter hangs a sign. [Exits: east south] A skunk is here, but then, you smelled it already. The boatwright is here working on another boat. Adelaide has arrived. <100%hp 100%mn 37%mv> list [Lv Price Qty] Item [ 1 910 -- ] a canoe [ 1 1755 -- ] a rowboat [15 5200 -- ] a sailboat <100%hp 100%mn 37%mv> l Boatwright The sound of hammering pounds against your eardrums as you enter the shop of the boatwright. Boats in various states of repair, disrepair, and construc- tion line the walls. To the south is a quick exit to the dock and the Misty River. Near that exit the fog attempts to permeate the building. On the wall behind the small counter hangs a sign. [Exits: east south] Adelaide the Sorceress is here. A skunk is here, but then, you smelled it already. The boatwright is here working on another boat. <100%hp 100%mn 37%mv> e Thieves Row The dark road is enshrouded in swirling mist. To the east, you can barely make out that there are quite a few trees. Westward is a building with a sign that you can barely read through the fog: "Boats". The road extends north and south. [Exits: north east south west] A troll watchman regards you with suspicion. A skunk is here, but then, you smelled it already. Adelaide has arrived. <100%hp 100%mn 36%mv> l troll He doesn't look very friendly, nor very nice. Watchman is in perfect condition. Watchman is using: a black wrist guard You peek at the inventory: Nothing. 0 gold coins, and 74 silver coins. <100%hp 100%mn 36%mv> con troll You must have a fascination with death. Watchman grins evilly at you. <100%hp 100%mn 36%mv> l Thieves Row The dark road is enshrouded in swirling mist. To the east, you can barely make out that there are quite a few trees. Westward is a building with a sign that you can barely read through the fog: "Boats". The road extends north and south. [Exits: north east south west] Adelaide the Sorceress is here. A troll watchman regards you with suspicion. A skunk is here, but then, you smelled it already. <100%hp 100%mn 36%mv> w Boatwright The sound of hammering pounds against your eardrums as you enter the shop of the boatwright. Boats in various states of repair, disrepair, and construc- tion line the walls. To the south is a quick exit to the dock and the Misty River. Near that exit the fog attempts to permeate the building. On the wall behind the small counter hangs a sign. [Exits: east south] A skunk is here, but then, you smelled it already. The boatwright is here working on another boat. Adelaide has arrived. <100%hp 100%mn 35%mv> e Thieves Row The dark road is enshrouded in swirling mist. To the east, you can barely make out that there are quite a few trees. Westward is a building with a sign that you can barely read through the fog: "Boats". The road extends north and south. [Exits: north east south west] A troll watchman regards you with suspicion. A skunk is here, but then, you smelled it already. Adelaide has arrived. <100%hp 100%mn 42%mv> e Amongst the mist-enshrouded trees Thick mist and trees surround you. The dark fog diminishes visibility. To the east and south are more trees, to the north and west you think you see a road. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 41%mv> e Among the mist enshrouded trees You are surrounded by thick mist and trees. Visibility is not good, so you carefully make your way around here. East, south, and west are more trees, and north is a road. [Exits: north east south west] A bat flutters its wings as it makes its way through the misty shadows. Adelaide has arrived. <100%hp 100%mn 38%mv> e Among the mist enshrouded trees You are surrounded by thick mist and trees. Visibility is bad, so you are careful as you walk around here. East, south, and west are more trees, and north is a road. [Exits: north south west] Adelaide has arrived. <100%hp 100%mn 36%mv> e n Styx Way The mists from the river to the south swirl over this road, obscuring visibility and giving an eerie aura to this part of Sheqeston. South you see trees barely silouhetted in the mists. The road continues east and west. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 35%mv> e Styx Way The mists from the river to the south swirl over this road, obscuring visibility. Along the northern edge of the road is a cast-iron fence, black and with spikes at the top, beyond which you see little because of the fog. South you see misty trees. The road continues east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 34%mv> e Intersection of Styx Way and Awrathre Avenue You are at a three-way intersection. One road stretches north and south, and the third extends to the west. To the east, rising from the mists, is a dark building. Peering closely at the sign above the door, you read the words, "Guild of the Dark Clerics". In the center of the square is a huge granite pillar, gilded with gold and inscribed with the sacred text of the Outlaw Manifesto. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 33%mv> w Styx Way The mists from the river to the south swirl over this road, obscuring visibility. Along the northern edge of the road is a cast-iron fence, black and with spikes at the top, beyond which you see little because of the fog. South you see misty trees. The road continues east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 32%mv> e Intersection of Styx Way and Awrathre Avenue You are at a three-way intersection. One road stretches north and south, and the third extends to the west. To the east, rising from the mists, is a dark building. Peering closely at the sign above the door, you read the words, "Guild of the Dark Clerics". In the center of the square is a huge granite pillar, gilded with gold and inscribed with the sacred text of the Outlaw Manifesto. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 31%mv> e You are not allowed in there. <100%hp 100%mn 31%mv> w Styx Way The mists from the river to the south swirl over this road, obscuring visibility. Along the northern edge of the road is a cast-iron fence, black and with spikes at the top, beyond which you see little because of the fog. South you see misty trees. The road continues east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 30%mv> wn  Styx Way The mists from the river to the south swirl over this road, obscuring visibility and giving an eerie aura to this part of Sheqeston. South you see trees barely silouhetted in the mists. The road continues east and west. [Exits: east south west] Adelaide has arrived. <100%hp 100%mn 36%mv> n Alas, you cannot go that way. <100%hp 100%mn 36%mv> e eStyx Way The mists from the river to the south swirl over this road, obscuring visibility. Along the northern edge of the road is a cast-iron fence, black and with spikes at the top, beyond which you see little because of the fog. South you see misty trees. The road continues east and west. [Exits: east west] Adelaide has arrived. <100%hp 100%mn 35%mv> Intersection of Styx Way and Awrathre Avenue You are at a three-way intersection. One road stretches north and south, and the third extends to the west. To the east, rising from the mists, is a dark building. Peering closely at the sign above the door, you read the words, "Guild of the Dark Clerics". In the center of the square is a huge granite pillar, gilded with gold and inscribed with the sacred text of the Outlaw Manifesto. [Exits: north east south west] Adelaide has arrived. <100%hp 100%mn 34%mv> n Awrathre Avenue The road is dark, swirling mists of fog dancing at your feet, obscuring your vision. To the west the black cast iron fence with spikes gives way to a gate, through which, were it not for the fog, you could see something. To the east, a building rises up in dark majesty, and from that same direction you hear the sound of rushing water. To the north and south the road continues. [Exits: north east south] Adelaide has arrived. <100%hp 100%mn 33%mv> e Courtyard of the Dark Temple A wall build of black stone surrounds this courtyard, with breaks to the east and west. The floor is made of black marble, and in the center of the courtyard is a fountain. Mists swirl around, sneaking in via the western entrance from the road and over the top of the walls. You can tell the air currents watching them, mesmerizing as they are. To the east is a dark building cloaked in a black aura of evil. A plaque of silver is visible on the side of the fountain. [Exits: east west] A fountain is here gurgling an endless stream of water. A brown-haired girl is here, playing with a doll. (Holy Aura) The healer adept is here. Adelaide has arrived. <100%hp 100%mn 32%mv> Healer adept recites a prayer to her god, 'folibantis oagzugz'. <100%hp 100%mn 32%mv> e Altar Room of the Temple of Darkness An aura of evil permeates this holy place of the evil gods of Thera. In the center of the black marble floor is a donation pit, and along the northern wall is an altar, blacker than any black you have ever seen. Upon the altar is a single black candle, a deep purple flame flickering but never dying. Along the walls are candle holders, and more black candles with their deep purple flames. Statues of the evil gods watch over this room sternly. From the west you hear the sound of rushing water. To the east is an archway of dark stone leading to a bright, shimmering place. Above the dark arch is a plaque. [Exits: east west] The donation pit receives articles sacrificed to the gods of darkness. Adelaide has arrived. <100%hp 100%mn 31%mv> n e Portal Room A shimmering, glowing light bathes the 'room' you are in at present. You can see openings in various directions. Some lead toward roads. The opening to the east leads to a room with a desk behind which a woman sits. Above this opening is a glowing green metallic plaque which says, 'ENTRANCE TO GYMNASIUM'. [Exits: north east south west up down] <100%hp 100%mn 31%mv> d Crude Shrine The altar is of a smooth stone, unidentified after centuries of use and dirt rubbing into the stone itself. You can make out blood stains, but you can't tell when the last time was, that a blood sacrifice was made upon this altar. A pit in the middle of the room is here for the collection of gifts to some god. There are no explanatory plaques here to tell you what this shrine is for, or Whom. Crude stone walls rise up on the north, east, and south, but the west is open to the air outside, and you can see the smooth, dirty stone just before the road. Carved on one of the walls is a short message. Against the eastern wall is a stone stairway leading upward. On the side of the stair you see a rough carving of the word, "GYMNASIUM". [Exits: west up] The donation pit is here. (Holy Aura) The healer adept is here. <100%hp 100%mn 30%mv> u Portal Room A shimmering, glowing light bathes the 'room' you are in at present. You can see openings in various directions. Some lead toward roads. The opening to the east leads to a room with a desk behind which a woman sits. Above this opening is a glowing green metallic plaque which says, 'ENTRANCE TO GYMNASIUM'. [Exits: north east south west up down] <100%hp 100%mn 30%mv> s Main Street The street has been reduced to simple dirt from the footfalls of the armored sentries. Any remaining stones are broken and strewn about, waiting for the street sweeper to pick them up. A massive cathedral of faded grey stone stands southward while Main Street stretches to the west. The road opens up into the Town Square to the east. Toward the north is an archway of dark grey stone, a little rough in places but mostly smooth to the touch. Engraved into the stone at the curving arch is the word, GYMNASIUM. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. An Imperial guard walks the streets, glaring at everyone he sees. <100%hp 100%mn 28%mv> s Cathedral of the Elder Gods This high-ceilinged gothic cathedral is cavernous. Murals and stained glass windows depict the deeds of the Elder Gods in times past. This cathedral also houses a Clerical guild, which lies west. A chapel is to the south, displaying a sanctuary devoted to the Elder Gods. The floor is of a dark wood, which creaks under your weight, and under the weight of time. [Exits: north south west] <100%hp 100%mn 27%mv> s Chapel of the Elder Gods A high ceilinged dome, this chapel is filled with aged and withered depictions of the Elder Gods. What was once black stone makes up the floor, now faded to a dirty grey hue. The windows, both stained glass and clear, are cracked and dirty, as though they haven't been cleaned in some time. The statues scattered about the room are cracked and chipped, missing pieces to them, breaking apart. The whole chapel is run down, neglected, and old. [Exits: north] <100%hp 100%mn 27%mv> n Cathedral of the Elder Gods This high-ceilinged gothic cathedral is cavernous. Murals and stained glass windows depict the deeds of the Elder Gods in times past. This cathedral also houses a Clerical guild, which lies west. A chapel is to the south, displaying a sanctuary devoted to the Elder Gods. The floor is of a dark wood, which creaks under your weight, and under the weight of time. [Exits: north south west] <100%hp 100%mn 34%mv> n Main Street The street has been reduced to simple dirt from the footfalls of the armored sentries. Any remaining stones are broken and strewn about, waiting for the street sweeper to pick them up. A massive cathedral of faded grey stone stands southward while Main Street stretches to the west. The road opens up into the Town Square to the east. Toward the north is an archway of dark grey stone, a little rough in places but mostly smooth to the touch. Engraved into the stone at the curving arch is the word, GYMNASIUM. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. An Imperial guard walks the streets, glaring at everyone he sees. <100%hp 100%mn 33%mv> w Main Street The stones of the street show extreme wear, evidence of the heavy traffic to the city center. A broken sign dangles from the northern entranceway, a crossed axe and sword can be made out on its face. Southward, a shattered doorway leads into a ramshackle building. 'Dojo' is etched crudely onto the wall outside. Main Street continues on east and west. [Exits: north east south west] A pickpocket stares at you disconcertingly, coveting your things. <100%hp 100%mn 32%mv> l pickpocket This man is yet another number of vagrants starting to plague the city under Imperial influence. The guards let them operate in order to instill fear. Frightened citizens are far easier to control but this young thief could care less, he simply wants to make easy coin. A pickpocket is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 32%mv> e Main Street The street has been reduced to simple dirt from the footfalls of the armored sentries. Any remaining stones are broken and strewn about, waiting for the street sweeper to pick them up. A massive cathedral of faded grey stone stands southward while Main Street stretches to the west. The road opens up into the Town Square to the east. Toward the north is an archway of dark grey stone, a little rough in places but mostly smooth to the touch. Engraved into the stone at the curving arch is the word, GYMNASIUM. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. An Imperial guard walks the streets, glaring at everyone he sees. <100%hp 100%mn 31%mv> w Main Street The stones of the street show extreme wear, evidence of the heavy traffic to the city center. A broken sign dangles from the northern entranceway, a crossed axe and sword can be made out on its face. Southward, a shattered doorway leads into a ramshackle building. 'Dojo' is etched crudely onto the wall outside. Main Street continues on east and west. [Exits: north east south west] A pickpocket stares at you disconcertingly, coveting your things. <100%hp 100%mn 30%mv> w Main Street A hollow sound rings about this road, almost that of an anvil being relentlessly pounded upon. The ringing sound that fits in so well in other cities seems almost foreboding here. Trash and papers rustle across the street, largely ignored by the soldiers who are more concerned with fortifying the city. A blacksmith's shop lies southward and a mercenary dealer sits to the north. Main Street continues to the east and west. [Exits: north east south west] <100%hp 100%mn 29%mv> w Main Street The stones of the street are dusty and dull, feeling the wear of the knights' continuous back and forth marching. The shingles of the near by buildings are in dire need of replacement, but remain unattended. Eldritch Lane stretches northward while a small alley proceeds to the south. Main Street continues to the east and west. [Exits: north east south west] A redheaded Arkham citizen eyes the ground as he walks timidly through town. <100%hp 100%mn 28%mv> e Main Street A hollow sound rings about this road, almost that of an anvil being relentlessly pounded upon. The ringing sound that fits in so well in other cities seems almost foreboding here. Trash and papers rustle across the street, largely ignored by the soldiers who are more concerned with fortifying the city. A blacksmith's shop lies southward and a mercenary dealer sits to the north. Main Street continues to the east and west. [Exits: north east south west] <100%hp 100%mn 27%mv> e Main Street The stones of the street show extreme wear, evidence of the heavy traffic to the city center. A broken sign dangles from the northern entranceway, a crossed axe and sword can be made out on its face. Southward, a shattered doorway leads into a ramshackle building. 'Dojo' is etched crudely onto the wall outside. Main Street continues on east and west. [Exits: north east south west] A pickpocket stares at you disconcertingly, coveting your things. <100%hp 100%mn 26%mv> e Main Street The street has been reduced to simple dirt from the footfalls of the armored sentries. Any remaining stones are broken and strewn about, waiting for the street sweeper to pick them up. A massive cathedral of faded grey stone stands southward while Main Street stretches to the west. The road opens up into the Town Square to the east. Toward the north is an archway of dark grey stone, a little rough in places but mostly smooth to the touch. Engraved into the stone at the curving arch is the word, GYMNASIUM. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. <100%hp 100%mn 25%mv> e Town Square This is the intersection between Main Street and Dragon Road. Pale citizens mill about, some filling buckets with dirty water. A statue stands crumbling atop the weather worn fountain, its features eroded away some time ago. Main Street stretches to the east and west while Dragon Road extends north and south. A large cathedral towers over the other buildings to the southwest. [Exits: north east south west] A dark fountain is dry and cracked, only a bit of muddy water left within. An Imperial guard walks the streets, glaring at everyone he sees. An Imperial guard strolls haughtily by, glaring at everyone. A peasant man toils endlessly at some inane job. <100%hp 100%mn 24%mv> s Dragon Road You stand to the east of a massive cathedral of grey stone with large spires and cracked and old stained glass windows. To the north is an intersection, broken and disused. Dragon Road continues south, leading to more of this city near ruin. [Exits: north south] An alleycat hisses, its fur standing on end. <100%hp 100%mn 38%mv> s Inside the South Gate of Arkham This road ends at a giant iron gate, which seems rusty from disuse. The black iron is rusted and neglected with tattered bits of clothing and dried flesh hanging from the barbs atop the portal. Dragon road leads to the north and to the east Corrine Way stretches past some sagging and desolate dwellings. [Exits: north east south] A pilgrim desperately seeks the way out of town. <100%hp 100%mn 37%mv> s n Dragon Road You stand to the east of a massive cathedral of grey stone with large spires and cracked and old stained glass windows. To the north is an intersection, broken and disused. Dragon Road continues south, leading to more of this city near ruin. [Exits: north south] An alleycat hisses, its fur standing on end. <100%hp 100%mn 36%mv> n Town Square This is the intersection between Main Street and Dragon Road. Pale citizens mill about, some filling buckets with dirty water. A statue stands crumbling atop the weather worn fountain, its features eroded away some time ago. Main Street stretches to the east and west while Dragon Road extends north and south. A large cathedral towers over the other buildings to the southwest. [Exits: north east south west] A dark fountain is dry and cracked, only a bit of muddy water left within. An Imperial guard walks the streets, glaring at everyone he sees. An Imperial guard strolls haughtily by, glaring at everyone. A peasant man toils endlessly at some inane job. <100%hp 100%mn 35%mv> e Main Street The street has been reduced to simple dirt from the footfalls of the armored sentries. Any remaining stones are broken and strewn about, waiting for the street sweeper to pick them up. The south wall of City Hall rises up to the north. The Main Street extends eastward and opens into the Town Square to the west. [Exits: east west] <100%hp 100%mn 34%mv> e Main Street A stained and chipped sign rattles in the chill wind. A once-happy store, perhaps, but no longer does it contain the least bit of joy. The occasional Imperial guard leaves the store with boxes in hand, while a soft groaning noise can be heard southward. The street continues on both east and west. [Exits: north east south west] A street sweeper sweeps the streets, fear in his eyes. A pilgrim desperately seeks the way out of town. An Imperial guard walks the streets, glaring at everyone he sees. <100%hp 100%mn 33%mv> s A Shattered Potter's Store The shelves of the store have been broken, the pottery upon them sent crashing to the ground. Blood streaks cover the walls and floor, pooling up in some places. Someone wanted this store for their own means and cared little about what they had to do to claim it. Crude grooves have been cut into the wall leading up through the displaced ceiling stones. The Main Street lies through the door northward. [Exits: north] A citizen of Arkham stares at the ground as he walks. The potter is sprawled over jagged shards of smashed pottery, a dark pool forming around her. <100%hp 100%mn 32%mv> s Alas, you cannot go that way. <100%hp 100%mn 32%mv> n Main Street A stained and chipped sign rattles in the chill wind. A once-happy store, perhaps, but no longer does it contain the least bit of joy. The occasional Imperial guard leaves the store with boxes in hand, while a soft groaning noise can be heard southward. The street continues on both east and west. [Exits: north east south west] A street sweeper sweeps the streets, fear in his eyes. A pilgrim desperately seeks the way out of town. An Imperial guard walks the streets, glaring at everyone he sees. <100%hp 100%mn 31%mv> s A Shattered Potter's Store The shelves of the store have been broken, the pottery upon them sent crashing to the ground. Blood streaks cover the walls and floor, pooling up in some places. Someone wanted this store for their own means and cared little about what they had to do to claim it. Crude grooves have been cut into the wall leading up through the displaced ceiling stones. The Main Street lies through the door northward. [Exits: north] A citizen of Arkham stares at the ground as he walks. The potter is sprawled over jagged shards of smashed pottery, a dark pool forming around her. <100%hp 100%mn 30%mv> list You cannot do that here. <100%hp 100%mn 30%mv> list You cannot do that here. <100%hp 100%mn 30%mv> n Main Street A stained and chipped sign rattles in the chill wind. A once-happy store, perhaps, but no longer does it contain the least bit of joy. The occasional Imperial guard leaves the store with boxes in hand, while a soft groaning noise can be heard southward. The street continues on both east and west. [Exits: north east south west] A street sweeper sweeps the streets, fear in his eyes. A pilgrim desperately seeks the way out of town. An Imperial guard walks the streets, glaring at everyone he sees. <100%hp 100%mn 29%mv> e Main Street The lanterns of the Bullhorn Inn swing back and forth upon rusty chains, squeaking and creating a wretched sound as they move. The inkeeper can be seen inside milling about. To the south runs a blackened and chipped brick wall, and Main Street continues to the east and west. [Exits: north east west] An Imperial guard is here, glaring at everyone around him. An Imperial guardsman glares at you. <100%hp 100%mn 36%mv> s Alas, you cannot go that way. <100%hp 100%mn 36%mv> e Inside the East Gate of Arkham Main Street abruptly ends here at the base of a wall. The mortar joining the bricks seems old, a crumbling mortar that flakes off when touched. The road leads to the west, and Ipswich Row runs to the north and south. To the east is a gate leading out of Arkham towards the foul swamps. The gate is not well guarded as little threat is expected from that direction. [Exits: north east south west] A citizen of Ofcol runs by, oblivious to your presence. <100%hp 100%mn 35%mv> s Ipswich Row Hovels line the road here, houses so very much in ruin that they are almost beyond repair. The soldiers have ignored the houses for now as they are too far gone to repair. Homeless townsfolk huddle within, cast out by the Imperials with little to survive upon. But soon, they will face the same plight anew as the condemned buildings will be levelled to make way for new military housing quarters. [Exits: north south] <100%hp 100%mn 34%mv> s Ipswich Row Hovels line the road here, houses so very much in ruin that they are almost beyond repair. The soldiers have ignored the houses for now as they are too far gone to repair. Homeless townsfolk huddle within, cast out by the Imperials with little to survive upon. But soon, they will face the same plight anew as the condemned buildings will be levelled to make way for new military housing quarters. [Exits: north west] <100%hp 100%mn 33%mv> s Alas, you cannot go that way. <100%hp 100%mn 33%mv> s Alas, you cannot go that way. <100%hp 100%mn 33%mv> s Alas, you cannot go that way. <100%hp 100%mn 33%mv> s Alas, you cannot go that way. <100%hp 100%mn 33%mv> w Corrine Way You are on the road in the middle of a dreary residential area, perhaps once a place where many people lived and thrived. No more. Houses have been taken from their owners to provide barracks for the Imperials, their former tenents left to fend for themselves if they did not choose military service. Corrine Way continues east and west. [Exits: east west] <100%hp 100%mn 32%mv> w Corrine Way You are on the road in the middle of a dreary residential area, perhaps once a place where many people lived and thrived. No more. Houses have been taken from their owners to provide barracks for the Imperials, their former tenents left to fend for themselves if they did not choose military service. Corrine Way continues east and west. [Exits: east west] <100%hp 100%mn 31%mv> w Inside the South Gate of Arkham This road ends at a giant iron gate, which seems rusty from disuse. The black iron is rusted and neglected with tattered bits of clothing and dried flesh hanging from the barbs atop the portal. Dragon road leads to the north and to the east Corrine Way stretches past some sagging and desolate dwellings. [Exits: north east south] A pilgrim desperately seeks the way out of town. <100%hp 100%mn 30%mv> w Alas, you cannot go that way. <100%hp 100%mn 30%mv> w Alas, you cannot go that way. <100%hp 100%mn 30%mv> w Alas, you cannot go that way. <100%hp 100%mn 30%mv> n Dragon Road You stand to the east of a massive cathedral of grey stone with large spires and cracked and old stained glass windows. To the north is an intersection, broken and disused. Dragon Road continues south, leading to more of this city near ruin. [Exits: north south] An alleycat hisses, its fur standing on end. <100%hp 100%mn 28%mv> n Town Square This is the intersection between Main Street and Dragon Road. Pale citizens mill about, some filling buckets with dirty water. A statue stands crumbling atop the weather worn fountain, its features eroded away some time ago. Main Street stretches to the east and west while Dragon Road extends north and south. A large cathedral towers over the other buildings to the southwest. [Exits: north east south west] A dark fountain is dry and cracked, only a bit of muddy water left within. An Imperial guard strolls haughtily by, glaring at everyone. A peasant man toils endlessly at some inane job. <100%hp 100%mn 27%mv> s Dragon Road You stand to the east of a massive cathedral of grey stone with large spires and cracked and old stained glass windows. To the north is an intersection, broken and disused. Dragon Road continues south, leading to more of this city near ruin. [Exits: north south] An alleycat hisses, its fur standing on end. <100%hp 100%mn 26%mv> s Inside the South Gate of Arkham This road ends at a giant iron gate, which seems rusty from disuse. The black iron is rusted and neglected with tattered bits of clothing and dried flesh hanging from the barbs atop the portal. Dragon road leads to the north and to the east Corrine Way stretches past some sagging and desolate dwellings. [Exits: north east south] A pilgrim desperately seeks the way out of town. <100%hp 100%mn 25%mv> s Along a trail south of Arkham The landscape is rather bland, low meadows are on either side of the trail, but most of the vegetation looks to be in poor health. To the south that changes radically, as you can see a lush forest growing in the distance and high bluffs rising above them. A small sign is erected and points to the south. [Exits: north south] A handsome dryad is here trying to blend into the foliage. <100%hp 100%mn 24%mv> s Along a trail south of Arkham The bland landscape continues, but the forest to the south is becoming closer. You can now also make out a stream flowing through the meadow to the south. The trail continues southward. [Exits: north south] <100%hp 100%mn 23%mv> s A bend in the trail south of Arkham The trail bends to the west from here, obviously moving to meet a more convenient way to cross the stream flowing to the south. The fields along the trail are full of tall grass that is much greener than those to the north. A small cabin lies to the east. [Exits: north east west] <100%hp 100%mn 22%mv> s Alas, you cannot go that way. <100%hp 100%mn 22%mv> n Along a trail south of Arkham The bland landscape continues, but the forest to the south is becoming closer. You can now also make out a stream flowing through the meadow to the south. The trail continues southward. [Exits: north south] The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 29%mv> n Along a trail south of Arkham The landscape is rather bland, low meadows are on either side of the trail, but most of the vegetation looks to be in poor health. To the south that changes radically, as you can see a lush forest growing in the distance and high bluffs rising above them. A small sign is erected and points to the south. [Exits: north south] A handsome dryad is here trying to blend into the foliage. <100%hp 100%mn 28%mv> n Inside the South Gate of Arkham This road ends at a giant iron gate, which seems rusty from disuse. The black iron is rusted and neglected with tattered bits of clothing and dried flesh hanging from the barbs atop the portal. Dragon road leads to the north and to the east Corrine Way stretches past some sagging and desolate dwellings. [Exits: north east south] A pilgrim desperately seeks the way out of town. <100%hp 100%mn 27%mv> n Dragon Road You stand to the east of a massive cathedral of grey stone with large spires and cracked and old stained glass windows. To the north is an intersection, broken and disused. Dragon Road continues south, leading to more of this city near ruin. [Exits: north south] An alleycat hisses, its fur standing on end. <100%hp 100%mn 26%mv> n Town Square This is the intersection between Main Street and Dragon Road. Pale citizens mill about, some filling buckets with dirty water. A statue stands crumbling atop the weather worn fountain, its features eroded away some time ago. Main Street stretches to the east and west while Dragon Road extends north and south. A large cathedral towers over the other buildings to the southwest. [Exits: north east south west] A dark fountain is dry and cracked, only a bit of muddy water left within. An Imperial guard strolls haughtily by, glaring at everyone. A peasant man toils endlessly at some inane job. <100%hp 100%mn 25%mv> n Dragon Road The name of this road implies power, majesty, and strength. A sad attempt at humor, this road leads to the darker and most desolate byways of the city. Once majestic roads are cracked, the stones beneath your feet being reduced to mere dust. [Exits: north east south west] An Imperial guard walks the streets, glaring at everyone he sees. A foul-breathed, cross-eyed doomsayer is here, ranting and raving at nothing and nobody in particular. A crow caws out to the wind. Gish'ka Kahn, former Captain of the Arkham Guard is here. <100%hp 100%mn 24%mv> n Dragon Road This is the juncture between Dragon Road, Eldritch Lane to the west, and Arcanus Avenue to the east. A grey film of dirt and grime seems to hold the city in its grasp, the colors of life itself fading and being pushed farther and farther from this town of Arkham. The stones beneath your feet are slick with an oily substance, pools of it forming in many places. A lantern creaks in the breeze, the glass shattered, the light extinguished. [Exits: north east south west] A pickpocket stares at you disconcertingly, coveting your things. <100%hp 100%mn 23%mv> n Dragon Road The road becomes mere dirt and trees, a barely distinguishable path leading from the town of Arkham. The trees seem to be scarred and dark, the bark ripped from the trunks in some places. Stones lay broken and scattered about the path, just left for reasons unknown, abandoned in the mists of time. [Exits: north south] <100%hp 100%mn 22%mv> n Dragon Road The trees are moderately thick here, though the stench of Arkham wafts faintly from the south. To the north the forest grows thicker, and to the west a large castle stands. A small contingent of Imperial knights marches towards its gates. Eastward lies a great pavilion, complete with tents, a cobblestone path, and a pavilion square. Contruction has begun on a northern gate for the city, but shows little progress so far. [Exits: north east south west] A rat is hiding here, spreading filth and disease. An Imperial sentry stands here, scanning for invaders. Leering at you, an Imperial sentry eyes you as though you were a troublesome invader. <100%hp 100%mn 20%mv> n Forest Road Trees spring up around this hard-packed dirt trail, and their overhanging branches shade you from the worst of the sun's rays. North and south of you is more forest. [Exits: north south] <100%hp 100%mn 18%mv> n Forest Road The road continues as a dirt trail, but the trees are a little less dense, and warm sunlight bleeds through the branches. The road continues north and south, and to the west you can make out a field of warm yellow corn. [Exits: north south west] A weasel slinks in the shadows. <100%hp 100%mn 16%mv> n Forest Road The trees hang low over the road, and are quite dense. However, you can barely make out a farmhouse and a cornfield to the southwest, and this road continues north and south. [Exits: north south] <100%hp 100%mn 14%mv> s Forest Road The road continues as a dirt trail, but the trees are a little less dense, and warm sunlight bleeds through the branches. The road continues north and south, and to the west you can make out a field of warm yellow corn. [Exits: north south west] A weasel slinks in the shadows. <100%hp 100%mn 12%mv> s Forest Road Trees spring up around this hard-packed dirt trail, and their overhanging branches shade you from the worst of the sun's rays. North and south of you is more forest. [Exits: north south] <100%hp 100%mn 10%mv> s Dragon Road The trees are moderately thick here, though the stench of Arkham wafts faintly from the south. To the north the forest grows thicker, and to the west a large castle stands. A small contingent of Imperial knights marches towards its gates. Eastward lies a great pavilion, complete with tents, a cobblestone path, and a pavilion square. Contruction has begun on a northern gate for the city, but shows little progress so far. [Exits: north east south west] A rat is hiding here, spreading filth and disease. An Imperial sentry stands here, scanning for invaders. Leering at you, an Imperial sentry eyes you as though you were a troublesome invader. <100%hp 100%mn 7%mv> w Castle Grounds Westward lies a great castle made of grey stone. Dark figures patrol the walls, and deadly murder holes for archers line the top of the keep. The crest of the Arkham Militia hangs on a sign here warning potential tresspassers away. Dragon Road lies eastward. [Exits: east west] A pile of coins. A suit of standard issue platemail rests here. An Imperial bodyguard watches over the Commander. An Imperial bodyguard watches over the Commander. The Commander of the Arkham armies stands here, planning his negotiations. <100%hp 100%mn 6%mv> w Before the Castle of Arkham The great castle of the Arkham Militia stands westward. Its gates are open to admit the steady stream of applicants, spies, and tradesmen. Murder holes line the upper floor of the castle and the gleam of nocked arrows can be seen. The castle is made of a grey and black stone. At intervals in the bricks, the crest of the Arkham Militia can be seen. A large plaque is posted on a tree here, demanding your attention! [Exits: east west] An ancient tree stands here, weathering the ages. A flurry of arrows fills the area as archers defend the castle! <79%hp 100%mn 5%mv> w The Gates of Arkham Castle The gates of this mighty castle are constructed of ironwood, imported from the great forest west of Ethshar. Upon them is the insignia of the Knights of Legion, coupled with the Arkham Militia's sigil. The interior of the keep in clean but dark, and the hall westward seems to divide into a hall northward and a hall southward. [Exits: north east south] A gate guard stands at attention, barring entrance to the castle. A gate guard stands at attention, barring entrance to the castle. A gate guard stands at attention, barring entrance to the castle. A gate guard stands at attention, barring entrance to the castle. A gate guard yells, 'Protect the Keep! There are intruders in our midst!' A gate guard's slash misses you. A gate guard rears back and kicks out at you! A gate guard's kick wounds you. A gate guard yells, 'Protect the Keep! There are intruders in our midst!' A gate guard's slash hits you. A gate guard is in perfect condition. <56%hp 100%mn 4%mv> Your slash injures A gate guard. You scramble backward and dodge A gate guard's slash. A gate guard's slash misses you. A gate guard has a few bruises. <56%hp 100%mn 4%mv> flee w You choose a direction at random and begin to run... Before the Castle of Arkham The great castle of the Arkham Militia stands westward. Its gates are open to admit the steady stream of applicants, spies, and tradesmen. Murder holes line the upper floor of the castle and the gleam of nocked arrows can be seen. The castle is made of a grey and black stone. At intervals in the bricks, the crest of the Arkham Militia can be seen. A large plaque is posted on a tree here, demanding your attention! [Exits: east west] An ancient tree stands here, weathering the ages. A flurry of arrows fills the area as archers defend the castle! You flee from combat! You lost 10 exp. <36%hp 100%mn 3%mv> A gate guard has arrived. A gate guard yells, 'Zeptaru, now you die!' You drop, roll backward, and dodge A gate guard's slash. A gate guard has arrived. A gate guard yells, 'Zeptaru, now you die!' A gate guard's slash misses you. A gate guard's slash misses you. A gate guard has a few scratches. <41%hp 100%mn 11%mv> Your slash hits A gate guard. A gate guard's slash misses you. A gate guard's slash misses you. You scramble backward and dodge A gate guard's slash. A gate guard's kick misses you. A gate guard has a few bruises. <41%hp 100%mn 11%mv> flee w You choose a direction at random and begin to run... The Gates of Arkham Castle The gates of this mighty castle are constructed of ironwood, imported from the great forest west of Ethshar. Upon them is the insignia of the Knights of Legion, coupled with the Arkham Militia's sigil. The interior of the keep in clean but dark, and the hall westward seems to divide into a hall northward and a hall southward. [Exits: north east south] A militiawoman patrols the hallways, making sure all is in order. A gate guard stands at attention, barring entrance to the castle. A gate guard stands at attention, barring entrance to the castle. You flee from combat! You lost 10 exp. <41%hp 100%mn 10%mv> 1 You attempt to hide. <41%hp 100%mn 10%mv> 4 You attempt to move silently. You begin sneaking. <41%hp 100%mn 10%mv> A gate guard has arrived. A gate guard has arrived. <41%hp 100%mn 10%mv> s The Patriot Hall Tapestries containing scenes from Arkham's past line the walls, accompanied by relics of ancient warriors. The sigil of the Arkham Militia, a darkened sword emblazoned on a star, is present in many places, as is the insignia of the Knights of Legion. [Exits: north south] <41%hp 100%mn 9%mv> s A Check-Point A desk with papers upon it is the main feature of this windowless corner of the halls. Upon closer inspection, the papers concern matters of taxation, politics, and diplomacy. Plans for expansion of the Militia also lie about in an organized fashion. A map of eastern Thera adorns the east wall. [Exits: north west] <41%hp 100%mn 8%mv> s w The South Hall of Arkham Castle The south hall of the castle consists of an elaborate dojo, built for warriors to hone their skills. Windows in the south wall give a clear view of the city of Arkham. Scopes of far-seeing, invented by gnomes, line these windows so the Militia can keep a close eye on Arkham's activity. [Exits: east west] A militiaman patrols the hallways, making sure all is in order. <41%hp 100%mn 8%mv> w The South Hall of Arkham Castle The south hall of the castle consists of an elaborate dojo, built for warriors to hone their skills. Windows in the south wall give a clear view of the city of Arkham. Scopes of far-seeing, invented by gnomes, line these windows so the Militia can keep a close eye on Arkham's activity. [Exits: east west] A high guard intently peers about, searching for intruders. <47%hp 100%mn 15%mv> w A Darkened Stairwell Stairs of dark grey stone spiral upward to the second floor of Arkham Castle. Windows of archaic stained glass do not do much to light the area, as they are of the same somber type as the windows of the Arkham Cathedral. [Exits: north east up] An elite guard scans the keep with a practiced stare. <47%hp 100%mn 15%mv> u The Second Floor This part of the second floor is richly carpeted in maroon. The carpet itself is decorated with the sigil of the Arkham Militia. Great windows show a vista of a golden corn field to the north. To the east, antique armor and weapons are displayed in a glass case. [Exits: east down] A high guard intently peers about, searching for intruders. <47%hp 100%mn 14%mv> e Hall of Glory Altars to Styx line the walls of this hall, bringing glory to power and influence. A map of Thera is hung on the south wall, showing elaborate battle plans for conquest. A pillar rests in the middle of the hall, displaying a map of Arkham. [Exits: east west] <47%hp 100%mn 14%mv> e Hall of Relics Ancient swords, shields, and plate armors line the walls of this musty room. These timeless implements of war are displayed in glass cases to protect them from the ravages of time. Many of the shields display a crest that looks disturbingly similar to the sigil of the Arkham Militia. [Exits: north west] <47%hp 100%mn 13%mv> w Hall of Glory Altars to Styx line the walls of this hall, bringing glory to power and influence. A map of Thera is hung on the south wall, showing elaborate battle plans for conquest. A pillar rests in the middle of the hall, displaying a map of Arkham. [Exits: east west] <47%hp 100%mn 13%mv> e Hall of Relics Ancient swords, shields, and plate armors line the walls of this musty room. These timeless implements of war are displayed in glass cases to protect them from the ravages of time. Many of the shields display a crest that looks disturbingly similar to the sigil of the Arkham Militia. [Exits: north west] <47%hp 100%mn 12%mv> n The Wall of Vengeance Murder holes for archers line the eastern part of the walls here. Invaders would be hard pressed to overcome the fire, as nearly one hundred bows and two hundred quivers are at the ready. Sadly, the fine weapons are only accessible to those who know the arcane words to cancel the humming forcefield surrounding them. [Exits: north south] A militiawoman patrols the hallways, making sure all is in order. <47%hp 100%mn 12%mv> n The Wall of Vengeance Murder holes for archers line the eastern part of the walls here. Invaders would be hard pressed to overcome the fire, as nearly one hundred bows and two hundred quivers are at the ready. Sadly, the fine weapons are only accessible to those who know the arcane words to cancel the humming forcefield surrounding them. [Exits: north south west] <47%hp 100%mn 11%mv> n The Wall of Vengeance Murder holes for archers line the eastern part of the walls here. Invaders would be hard pressed to overcome the fire, as nearly one hundred bows and two hundred quivers are at the ready. Sadly, the fine weapons are only accessible to those who know the arcane words to cancel the humming forcefield surrounding them. [Exits: north south] A commander stands ready to organize troops at a moment's notice. <47%hp 100%mn 11%mv> n Hall of Relics Ancient swords, shields, and plate armors line the walls of this musty room. These timeless implements of war are displayed in glass cases to protect them from the ravages of time. Many of the shields display a crest that looks disturbingly similar to the sigil of the Arkham Militia. [Exits: south west] A militiaman patrols the hallways, making sure all is in order. <47%hp 100%mn 10%mv> n Alas, you cannot go that way. <47%hp 100%mn 10%mv> s The Wall of Vengeance Murder holes for archers line the eastern part of the walls here. Invaders would be hard pressed to overcome the fire, as nearly one hundred bows and two hundred quivers are at the ready. Sadly, the fine weapons are only accessible to those who know the arcane words to cancel the humming forcefield surrounding them. [Exits: north south] A commander stands ready to organize troops at a moment's notice. <47%hp 100%mn 10%mv> s The Wall of Vengeance Murder holes for archers line the eastern part of the walls here. Invaders would be hard pressed to overcome the fire, as nearly one hundred bows and two hundred quivers are at the ready. Sadly, the fine weapons are only accessible to those who know the arcane words to cancel the humming forcefield surrounding them. [Exits: north south west] <52%hp 100%mn 17%mv> w A Long, Dark Hallway This hall leads westward to the War Room of the castle. The main focus of the Militia's activities take place in the room westward, judging from the noise in that direction. Eastward down the hall is a long hallway covered with slits for archers to fire from. [Exits: east west] <52%hp 100%mn 16%mv> w A Long, Dark Hallway This hall leads westward to the War Room of the castle. The main focus of the Militia's activities take place in the room westward, judging from the noise in that direction. Eastward down the hall is a long hallway covered with slits for archers to fire from. [Exits: east west] <52%hp 100%mn 16%mv> w A Long, Dark Hallway This hall leads westward to the War Room of the castle. The main focus of the Militia's activities take place in the room westward, judging from the noise in that direction. Eastward down the hall is a long hallway covered with slits for archers to fire from. [Exits: east west] A commander stands ready to organize troops at a moment's notice. An elite guard scans the keep with a practiced stare. A militiawoman patrols the hallways, making sure all is in order. <52%hp 100%mn 15%mv> w The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north east south west] A militiawoman patrols the hallways, making sure all is in order. A high guard intently peers about, searching for intruders. A high guard intently peers about, searching for intruders. <52%hp 100%mn 15%mv> w The Command Center A very large table is the main feature of this room. Upon it is a large box filled with sand, miniature trees, houses, and obstacles. Impressive men carved of dark crystal and ivory represent troops. This "battle box" is the proudest invention of the Militia. It allows the most meticulous planning of all battles, giving the Militia a decisive edge in their plan for conquest. [Exits: north east south] An elite guard scans the keep with a practiced stare. The grandmaster of the Arkham Militia stands here, axe at the ready. <52%hp 100%mn 14%mv> w Alas, you cannot go that way. <52%hp 100%mn 14%mv> s The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north east] A militiaman patrols the hallways, making sure all is in order. <52%hp 100%mn 14%mv> s e The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north west] <52%hp 100%mn 13%mv> e Alas, you cannot go that way. <52%hp 100%mn 13%mv> n The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north east south west] A militiawoman patrols the hallways, making sure all is in order. A high guard intently peers about, searching for intruders. A high guard intently peers about, searching for intruders. <52%hp 100%mn 13%mv> d Alas, you cannot go that way. <52%hp 100%mn 13%mv> n The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: south west] An elite guard scans the keep with a practiced stare. <52%hp 100%mn 12%mv> n Alas, you cannot go that way. <52%hp 100%mn 12%mv> w The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: east south] <52%hp 100%mn 12%mv> w Alas, you cannot go that way. <52%hp 100%mn 12%mv> e The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: south west] An elite guard scans the keep with a practiced stare. <52%hp 100%mn 11%mv> recall      s The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north east south west] A high guard intently peers about, searching for intruders. A high guard intently peers about, searching for intruders. <58%hp 100%mn 18%mv> s The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north west] <58%hp 100%mn 18%mv> n The War Room Though the castle is filled with war plans, this is the center of them all. Hundreds of maps and manuals on waging war are stashed away in the bookshelves that line the walls of this spacious room. Tables are laid out so the Militia can carefully review any manuscript or map they care to. [Exits: north east south west] A high guard intently peers about, searching for intruders. A high guard intently peers about, searching for intruders. <58%hp 100%mn 17%mv> A high guard leaves south. <58%hp 100%mn 17%mv> The commander has arrived. <58%hp 100%mn 17%mv> l commander Wielding a great pike of dark steel and holding a massive shield in his hand, the commander gives off an aura of calm certainty. He wields his pike with an almost casual air, but in action this familiarity with the weapon proves quite dangerous. A purple star adorns his sigil, and it hums with inner energy. The commander is in perfect condition. The commander is using: some maroon armguards an ebony pike You peek at the inventory: Nothing. 0 gold coins, and 72 silver coins. <63%hp 100%mn 25%mv> recall You step out of the shadows. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. A cityguard staunchly stands vigil against lawlessness in Glyndane. <63%hp 100%mn 12%mv> 1 You attempt to hide. <63%hp 100%mn 12%mv> 4 You attempt to move silently. <63%hp 100%mn 12%mv> Adelaide stops following you. <63%hp 100%mn 12%mv> quit Alas, all good things must come to an end. Connection closed by foreign host. $ exit Script done on Fri Aug 31 02:32:26 2007